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FPSC Classic Scripts / How to make character nearly invisible

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Stamina
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Posted: 5th Jun 2006 18:28 Edited at: 5th Jun 2006 18:28
I figured I would post this in the correct spot. I started in another area and realized I had it listed wrong.

If anyone could point me in the right direction, I am trying to make chracters nearly invisible, ghost like in my game. I was told that I needed to add a line of code to the script I am using, (setalphafade=0) Here is the script.



Anyway, it isnt working, and since I am no scriptomatic, I am lost. Any help would be greatly appreciated.

Thanks
Dave
Stamina
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Posted: 6th Jun 2006 23:57
It would appear that no one is able to answer this question. I will attempt to research more on my own.
xplosys
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Posted: 7th Jun 2006 01:23
I also looked and tried some things I could think of. No luck. Sorry

Crazy Grandpa
uman
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Posted: 7th Jun 2006 02:16
I have not in fact yet looked at making a character say partially transparent. I will do so at some stage.

If no one has done this and I think I may have some screen shots of some though I may be mistaken.......

Its quite possible that there may be numerous way to achieve transparency for characters.

You can make an entity model transparent in a modeller though I would not recommend that method.

I see no reason why you could not apply a transparency via the characters skin with alpha channel included and the appropriate transparency settings if necessary or additionally included in the characters script file or editor properties spec.

You may find that transparency particularly if the are not applied to the whole skin may cause some culling of polys which you dont want to occur resulting in parts of the model being cut away. Not sure how FPSC deals with Z sorting of polys on characters but I have seeen it cut away polys on other entities with transparency applied.

So its a matter of experimenting. Try an alpha channel on skin - then do nothing until you test, next add a transparency setting in script, then if necessary try the one in properties in editor.

You may need to try differing transparency settings in both script and editor or possible only enter them on one place or another.

Mix and match and you should get a result of some kind.

xplosys
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Posted: 7th Jun 2006 15:47 Edited at: 7th Jun 2006 15:49
Move ::setalphafade=0 to the first line, after ;Triggers



Don't forget the double colon if you have no other conditions.

You can play with the value to make the entity more or less invisible. The screenie was taken at setalphafade=20.



BTW: It doesn't apply to weapons, so you will see a weapon in mid air.

Crazy Grandpa
Disturbing 13
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Posted: 7th Jun 2006 18:20
very nice effect.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Stamina
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Posted: 7th Jun 2006 21:11 Edited at: 7th Jun 2006 21:12
Thank you very much xplosys. Must say, that affect is EXACTLY what I was looking to achieve. I have spent the past 3 days searching entry by entry on the messageboards for an answer...lol.

You are truely DA MAN!
Stamina
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Posted: 7th Jun 2006 22:42
Well,,here is the script I was using, placed it just as you said, was using FPI Maker to verify, and I keep getting a syntax error on Line 8 - NO CONDITION SPECIFIED.


I tried with and without the double colons, still not working as according to your picture shows. Had it under the MAIN for the entities properties,, but still no go. Am lost as I did it excatly like your example.
Les Horribres
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Posted: 7th Jun 2006 22:52
FPI maker has a bug, nothing else. If you want to waste .0001 seconds in processing add in the condition "allways" between the colons.

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.
xplosys
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Posted: 7th Jun 2006 23:05 Edited at: 7th Jun 2006 23:14
Although I think always has just one l.

Also, FPSC is kind of touchy when it comes to scripts, among other things. Other entities running other scripts and just other entities alone in a given level seem to conflict or override other things. What works one time may not work the next and some things may work for a while until you add something else to the level.

Certainly not an exact science.

Crazy Grandpa
Stamina
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Posted: 8th Jun 2006 07:47
Well guys,,nothing I do seems to work. xplosys, could you possibly post the script here that you used to get that pic. I would greatly appreciate it. I am pulling my hair out of my head trying to figure how we could be using the same syntax, yet not get the same results.

Thanks
Dave
xplosys
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Posted: 8th Jun 2006 16:27 Edited at: 8th Jun 2006 16:28
I tried to explain that above. The script I used works at home, but not here.

Quote: "Life is like FPSC.... you never know what you're gonna get. "


Crazy Grandpa
Stamina
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Posted: 8th Jun 2006 16:39
wow,,starting to lose a little fatih in fpsc. I mean if the same variables work on 1 machine, they should work on another just the same.

Thanks Anyway..really apprecaite the effort.
xplosys
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Posted: 8th Jun 2006 16:54
Don't get discouraged. I have not seen all the script language compiled and explained anywhere. All most of us have are bits and pieces, and we are kind of working in the dark. It is, and will continue to improve over time. FPSC is young and shows great promise, and you got in on the ground floor. Just keep working on and improving what you have for now.

Crazy Grandpa
Les Horribres
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Posted: 9th Jun 2006 03:19
read the source... and read many posts. That is all I can say.

I thought that didn't work for some bizzare reason on enemys because Tom0001 provided a script which 'should' have worked, but didn't. And at the time... lets just say I had my 3rd system crash in a row so I wasn't keen on reinstalling all software (was eradicating some damn virus... infected all my drives so I had to wipe everything.)

We all have our inner noob. Join the NJL, we 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.
Stamina
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Posted: 9th Jun 2006 06:15
Well,,I am going to hang in there. I mean the concept is great, and I am learning so much. I am hoping that in V2 they definatly make some changes. There are so many things that could make this creator absolutly great.

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