KingMassen
Quote: "You mean like building a whole terrain in an external program"
You could do that, but it's a lot of work. No, I mean just that a look at 'one" segment in your 3d app.
You'll see it's just a "flat box" very low poly, what some have done is increase that to 9 segments
( 9 of those boxes, 3x3 ) adjust the .fps file and texture and it's done. Some have given those
larger segments more polygons and shaped them into bumps/hills.
Also, if you have time take a look at the "London pack #46" it has a street & path system that
is similar to this.
Quote: "difference between the "Shoot" and the "Main" scripts"
All the scripts related to a character/NPC are located in the "people" folder
under scripts. I know they're mixed up together, so it's a matter of just
learning what is what. Main AI scripts are those that control the characters
movements and actions ( follow waypoints, see player attack, simple)
Like this one, "Get In Range" Simple enough, get in range of player.
;Artificial Intelligence Script
;Header
desc = Static, When See Player, Get In Range
;Triggers
:state=0:state=1
:state=1,plrcanbeseen:settarget,state=2
:state=1,shotdamage=10:rotatetoplr
:state=1,noiseheard=5:rotateheadrandom=85
:state=1,random=10:rotateheadrandom=75
:state=2:rotatetotarget,resethead,animate=5,state=3
:state=3:runfore=20
:state=3,losetarget=10:state=4,animate=1
:state=3,plrdistwithin=400:state=4,animate=1
:state=4:rotatetoplr
:state=4,plrcanbeseen:settarget,state=0,shootplr
:state=4:state=0
;End of Script
These scripts contain the command "shootplr" Look at line "state=4"
You'll see it. This runs the "shoot" script.
The "shoot or snipe" scripts simple run the weapons animation (the weapons gunspec file) that an NPC holds.
A weapons "gunspecs" are under gamecore\guns\...
They always have the commands like rateoffire, useweapon, reloadweapon...ect
Like this one, the "shoot10.fpi"
;Artificial Intelligence Script
;Header
desc = Look and Shoot
;Triggers
:state=0,plrcanbeseen:state=1,settarget
:losetarget=10:runfpidefault=1
:state=0:runfpidefault=1
:state=1:rotatetoplr
:state=1,ifweapon=1,plrcanbeseen=46,plringunsight,rateoffire:useweapon,rundecal=6
:state=1,ifweapon=0:state=2,setframe=6
:state=2:incframe=6
:state=2,frameatend=6:state=1,reloadweapon,sound=audiobank\guns\reload.wav
;End of Scrip
If some terms are not understood, grab a copy of the "Syntax" list here...
https://forum.thegamecreators.com/thread/180924
It explains clearly what each command does.
For further examples, BlackFox has good Script Info here.....
https://forum.thegamecreators.com/thread/192148
My games never have bugs. They just develop random features..
Lots and lots of random features...