Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Have we come up with an allied script yet

Author
Message
the programmer
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location:
Posted: 1st May 2006 03:36
Hase eny body created a allied script yet?
just wondering

cheers!!!

needler
K Jah
19
Years of Service
User Offline
Joined: 13th Jun 2005
Location: UK
Posted: 1st May 2006 17:54
No! Sorry but it can't be done.

Tom0001
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location:
Posted: 1st May 2006 19:02
K jah,
YES IT CAN BE DONE! URRGH FOR THE LAST TIME. But it looks really crap. You CAN make an npc follow the character. You CAN make an npc shoot, but not an enemy directly. It can be set up, but it looks pretty crap.

Tom

K Jah
19
Years of Service
User Offline
Joined: 13th Jun 2005
Location: UK
Posted: 2nd May 2006 19:19
the programmer
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location:
Posted: 3rd May 2006 02:55
can u set it up tom

cheers!!!!

Needler
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 3rd May 2006 03:32
Allies in the real sense of the word or description as someone who helps the player during gameplay cannot be achieved as far as I am aware - though I have not tried to achieve anything along those lines myself as yet.

Scipting characters inside FPSC to do anything other than the simplest of tasks is not an easy task as the available script command and action set is very limited.

Certainly very limited character ally behaviours might be possible by much trickery but no real team functions are available via currrent script functions.

To have true allies a team or group communication function/recognition is necessary and I dont beleive any such script commands exist as recognised by the FPSC engine at the moment.

One could try and see if theres any milage in some of the existing command set but I presume if there was then someone would already have achieved it.

A character following the player and shooting blindly at nothing and doing no damage in the process does not constitute an ally.

Tom0001
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location:
Posted: 3rd May 2006 20:55
Just a thought, does fpi scripting support If Then and variable = <value> scripting, uman?
If so, it might be possible to set it up through that. But I don't actually think it does support that kind of scripting. Does it, uman???

Tom

uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 3rd May 2006 21:49
Well perhaps not in the same sense of say C programmimg, but the user has the same tool available though in a limted fashion via the few otions.

i.e. player proximity for instance is an IF

so

:state=1,plrdistwithin=100:settarget,rotateheadrandom=65,animate=2,waypointstart,state=2

sets the IF for a character to do certain things THEN the character goes to state 2

so we effectively have IF, THEN and GOTO

What we dont have as I am aware are supportive things to allow more flexibility such as importantly an ELSE possibility - such things that would allow somewhat more easily - more than one option per state. To effectively simulate slightly more AI decision making adding a little more realism to the characters behaviours.

It surprising however what you can get characters to do with combinations of available commands and features and some ingenuity in your AI script thinking.

I am working with characters AI now and finding it quite hard to force them to take the behaviours I want and not default ones as I need them to perform various actions in interaction with the player and their environment.

Its not easy - but I am getting there slowly.

I am no master scripter but logical thinking and forcing one state and a set of behaviours one after another seems to work quite effectively - within the limits of the command set, features and functions available to us.

Sorry I cant help more without writing a book.

300 win mag
18
Years of Service
User Offline
Joined: 18th Feb 2006
Location: USA
Posted: 3rd May 2006 23:11
Yeah that sucks that we cant have allies to fight along with us.

TAKEN a gane like pray in the making
Doom
19
Years of Service
User Offline
Joined: 31st Jan 2005
Location: Canada
Posted: 11th May 2006 04:02
Actually there is a commercial script that makes npcs stand around and they shoot an enemy running a certain script. its like 20 dollars though. and its a patch for fpsc

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 11th May 2006 04:12
Where is it doom?

Get Decal Maker Now!
Click Here!
Tom0001
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location:
Posted: 11th May 2006 20:46
Yes? Where is it Doom?!

Tom

Jrock
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Riven
Posted: 13th May 2006 03:04
Tell me! Or I will send my monkey snipers to snipe you!

Athlon 3500 - xfx 6800XTreme - 1GB RAM - 200 GB HD
Sound card and speakers - ****
Lizblizz
18
Years of Service
User Offline
Joined: 13th Dec 2005
Location:
Posted: 13th May 2006 03:55
Doom...ill bring doom to you if you dont tell us!!! jk

Lizblizz
18
Years of Service
User Offline
Joined: 13th Dec 2005
Location:
Posted: 13th May 2006 06:02
what a lier...

Tom0001
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location:
Posted: 13th May 2006 16:50
What a lier? First of all, it should be liAr (Without the capital A of course). Second of all, please don't double post-use edit. And finally, what do you mean by what a liar? I doubt he was lying, he just could have not been on the FPSC forums in a while, or he doesn't come on FPSC Scripts section very much.

Tom

Rick M
18
Years of Service
User Offline
Joined: 10th Jan 2006
Location: Behind Bars
Posted: 13th May 2006 22:41
is it possible just to set an npc just to target a cetain enemy, he would be on your team or the enemys, he wouldn't shoot just any enemy, just the targeted one, say a scientist and a zombie, get the pic?

In Russia, Zombie Shoots You!
Lizblizz
18
Years of Service
User Offline
Joined: 13th Dec 2005
Location:
Posted: 13th May 2006 23:22
Maybe we just need a alies script. i just use bond1's lil zombie script and set fire intergation thingy to zero and they follow you

Tom0001
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location:
Posted: 14th May 2006 00:05
Rick M,
Nope.

Tom

Rick M
18
Years of Service
User Offline
Joined: 10th Jan 2006
Location: Behind Bars
Posted: 16th May 2006 00:53
ok, thx

In Russia, Zombie Shoots You!
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 16th May 2006 03:54 Edited at: 16th May 2006 03:59
I looked at this briefly lately.

If we had a flexible target command then it may be possible so it seems. A naming convention for target entities that could be referenced in script is whats needed.

Character behaviours can with some reasonable capability already be suitably controlled in any other needed ways though some aspects such as obstacle avoidance also leave something to be desired for a quality of behaviour during gameplay. Those are separate issues really and without a targeting system its going to be very difficult to achieve by any sort of trickery or workaround.

As a pre-requisite a capability for a named entity other than the player to be a target entity (not that the players an entity as such)to be possible is all thats required in theory. Of course that would also presumes that it would be tied to a recognition of damage or health reduction from damage from objects other than the players bullet.

Sounds like a simple request to TGC - not so in reality I suspect.

We could probably achieve a resonable ally behaviour now overall - minus shooting accurately at another entity so its just another target function thats essential. Currently any ally would shoot only randomly as he moves about more often than not shooting either blindly at non entities and shooting the player too if he gets in the way. Shooting an actual enemy would be nothing much more than pure luck at best.

I will do some futher work on this some time later - though we all know it cant really be done - so it will just be for the fun of it to see how far it can go without a real target system for non player characters or other entities.

Can we have this please TGC.

I presume that the advanced scripters here can confirm categorically that settarget is only recognised by the engine with reference to the player?

Zerk
18
Years of Service
User Offline
Joined: 13th May 2006
Location: Orbiting Jupiter
Posted: 16th May 2006 17:21
Although I'm still new to FPSC, I can tall you that it's not at all very difficult to work with. Having said this, I tried all weekend to make an ally script. In the current system, it cant be done effectivly. I did get somewhat of a functional ally script working.

I made new scripts that would attack no matter what. However, you need to call the script to shoot a player. The normal game routine that shoots at a player will damage the player no matter what direction the ally is facing.

However, giving the ally a bazooka, or something that fires a projectile, worked better. I managed to get a bazooka guy firing at the enemy. The big disadvantage is that you have to point the ally in the direction of the enemy manually but then their aim starts to wander and gets worse and worse.

So with this, I tried to make a new machine gun that would use a new flak I made like a tracer that would fly really fast but it wouldnt do anything unless it exploded and I couldnt find out a way to turn down the damage radius or have it damage without exploding.

So after extensive research and trial and error, I have to say that allies CANNOT be effectivly done in the current FPSC.
mr splatface
19
Years of Service
User Offline
Joined: 8th Jan 2005
Location: in fpsc
Posted: 30th May 2006 21:44
just wait for cellblocks riker 9 (i wont tell you the thread as it is officially the most flamed and spammed thread ever. its closed now as flamebait anyways.

' my cats breath smells like cats food' (ralph wiggum)
'purge your feelings' (darth vadar)
'a-ringdingding, dingadingabooowbaba a ringadingaDING,adingdingading!' (the crazy frog)
Les Horribres
19
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 31st May 2006 03:33
Quote: "I made new scripts that would attack no matter what. However, you need to call the script to shoot a player. The normal game routine that shoots at a player will damage the player no matter what direction the ally is facing."

What??? No... only if you settarget if plrcanbeseen

Quote: "So after extensive research and trial and error, I have to say that allies CANNOT be effectivly done in the current FPSC. "


They can't aim, that is all... they can do other things, just not aim well enough to kill enemy and not plr. [well, lots of ray casting and low dammage explosives would do good, but it looks bad]

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
MR useless
18
Years of Service
User Offline
Joined: 30th May 2006
Location:
Posted: 31st May 2006 20:02
im was way to lazy to read all of this but i have created an aliy script sort of. it seems to be a bit better then just folwing but it creat major promblems, here how ive come up with it so far, the enemy labels you as a target, so simply make the enmy the target, there for it creats a free fer all. they still shoot at you but they shoot at the enemys to(note this dosent efect all enemys)

if some one can take this info and cobind it with there script that makes it so they dont shoot u then we might have somthing.
DaTinus
18
Years of Service
User Offline
Joined: 6th Jul 2006
Location:
Posted: 7th Jul 2006 09:17
I want to know how to put music on da game.
I know it has to be wav or ogg but I have only mp3 and wma music.
How can I change them to wav or ogg and have it play through a whole level!

DT!(DA Tinus) the teen of da century!
Pay Respect!!

Login to post a reply

Server time is: 2024-11-22 14:52:27
Your offset time is: 2024-11-22 14:52:27