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FPSC Classic Scripts / kool idea for a script *need help*

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TMRG Headshot
18
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Joined: 18th Dec 2005
Location:
Posted: 18th Dec 2005 16:11
Ok I'm not that great at scripting so I don't know what the fpsc language is capable of so bear with me,

Im trying to make a hulk like game almost, when you hold down shift to run I want the character to drop his gun and charge at an enemy and that makes the enemy fly backwords. I was thinking the programing would work like character drops gun, then it creates a bunch of invisble rockets that only go 3 inches in front of the character then theres an invisible exposion for them. So when I put it into play it looks like when I get close enough to hit him, he goes flying away.


(merrivano maybe and others) please help

If god gave us a sorce code, we could change the world!
Gamz
18
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Joined: 28th Nov 2005
Location: A bubble!
Posted: 20th Dec 2005 17:58
Okay...thats a little wierd and sounds a bit difficult. Im not sure you could do that rocket stuff...and you spelt 'Merranvo' wrong.

Although my opinion will change, the fact that I am right will not.
Sunflash
19
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Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 20th Dec 2005 18:28
Besides, Merrenvo got banned, but theres an imposter of him running around here somwhere (I think)

When FPSC develops enough, lets make a Redwall game!

Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 21st Dec 2005 08:08
Cool script idea indeed, but I'm afraid this is pretty much impossible.

Calling Merranvo will do no good, he's banned and if he would be around I doubt he'd help..... he's lazy and what you ask is going to take a lot of work and the outcome would be very uncertain.

MegaMusic Pack 01.... 31 original soundtracks for your games!
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Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 21st Dec 2005 21:44 Edited at: 21st Dec 2005 21:45
Yes Ben A, I am a lazy ***.

As TGC refused a simple demand, directional physics commands, so this is a rather difficult to scipt thingy.

I know there is an AddForce command, but that doesn't "aim". On top of that, TGC refused my simple onkey= command... took me 2 min to find the commands for it. Annoying.

Charging is easy, I already have a script that takes "control" of the plrs movements, but there is the small issue of hurtling the enemys back. So, this would work better as a direct addition to the source. Atleast until a propper Physics engine is attached, With propper scripting control.

Anti-Noob Justice League, an ANJL of Mercy.
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Copper Head
18
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Joined: 10th Dec 2005
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Posted: 28th Dec 2005 04:34
You may hurl entities with the force commands by setting the force first and then trigger it. Like forinstance FORCEBACK or FORCEUP and then trigger the force with TRIGGERFORCE=1 and things will go flying depending on how much force you specified. However, it should be noted that, as with most things in FPSC, it doesn't seem to work with characters. Even if it would, by the way, you'd have to put the force script part into every enemy script in your game that you were suppose to be able to knock back.
Evil Star
18
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Joined: 24th Jan 2006
Location: England, Colchester
Posted: 4th Feb 2006 11:07
Merranvo, can you post that "charging" script please?

[This signature was deleted at the request of a moderator]
Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 4th Feb 2006 19:01
:activated=1:plrmoveifused
:state=0:coloff,state=1
:state=1:followplr
:state=1,plrusingaction=1:state=2,activate=1,timerstart,rotatey=180
:state=2:runfore=-64
:state=2,timergreater=3000:state=2

Concept... you use a skull and stuff... Replace skull.fpe with this, del *.bin

Merranvo, The Cool One
Noob Justice League, Cause We Have More Fun
Support Merra XJ9, cause the name is cooler.

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