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FPSC Classic Scripts / Script of a Diferent AI

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Zizaco
18
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Joined: 17th Apr 2006
Location: Brazil
Posted: 3rd May 2006 14:31
I`ve seen some time ago a script for a jatpack and things like these...
And in FPSC we have an monster called skull... it flys away in the map like a ghost... i wanna know if there is any chance to make a script of a flying enemy... but a good one... like Bat or a Giant Bird, can someone explain me if i can and how i can?

Sorry for my bad inglish
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Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 5th May 2006 06:59
What do you want, EVERYTHING with exact details.


And a reminder to myself... get that other script working. you lazy a**

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.
Tom0001
18
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Joined: 30th Dec 2005
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Posted: 12th May 2006 00:27
The skull has a setting in it's .fpe called offy and it is set to 80. This is what makes it float.
(For the .fpe of Skull, look in Files-->Entitybank-->ww2-->Characters-->Skull.fpe)
You can change the value of most entities in this way to make them float. It works quite well.

Tom

uman
Retired Moderator
20
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Joined: 22nd Oct 2004
Location: UK
Posted: 12th May 2006 01:32
Tom0001,

As far as I am aware and OnePost will kindly correct me if I am wrong.

Floating of entities independantly as such has nothing to do with and entities .fpe file.

It can be applied using the floatrate command if inserted in any .fpi script file attached to an entity.

Movement in the jetpack script file is controlled my the moveup and movedown commands or so I believe. It is in mine at least.

Any entity model offset in any direction inside an entities .fpe file has no bearing on an entity floating once its active - such commands or actions need be specified in the entities .fpi file

Tom0001
18
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Joined: 30th Dec 2005
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Posted: 12th May 2006 02:21
Hmm...really? I was pretty sure the offy = 80 set how high it was...
Not sure, guess we'll wait and see who is right when OnePost comes along, lol

Tom

Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 26th May 2006 22:38
Indeed, Uman is right... offset is use for model position in space for use in game. It is also not changable in game.

'good' flying enemys would have changing altitudes and to do that you defy gravity and moveup.

Ziz if you want this, you have to be specific. FPSC AI is mearly a programmed series of actions preformed on events. Making enemys fly by turning off gravity and moving them up is the easy part, making them act inteligent and do what you want them to is the harder part.

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
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Joined: 30th May 2006
Location:
Posted: 1st Jun 2006 07:02
ah what you are talking about can be down with a string of veribles
now making them smart enuff to react to what your doing wile there of bouncing of walls and ceiling could be a chalenge, if you have db the first totutrle you do has flying enemys, look at how it is written and simple improve you lazy a**

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