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FPSC Classic Scripts / stairs are now obsticles? (and other questions)

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Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 2nd Jul 2006 20:20
In my most recent level, i have a bit at the beginning where you (the player) have to escort a US officer (using "home.fpi")to a certain room on the first floor of a house.

I have problems when trying to get the US officer up stairs, and he seems to read them as an obsticle and so therefore stops following. I was wondering if this error can be corrected.

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When he gets to room, i don't want him to follow me anymore. How can i stop him following me after a certain point?
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In this room, there's a sound (of a radio message) that is playing. When it finishes, how can i make a small objectives image appear for, say, 5 seconds and then fade out?
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I would very much appreciate any help on these questions. In the mean time, i'll see what i can do about the stairs problem...

AE

MaarX
18
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Joined: 27th Feb 2006
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Posted: 2nd Jul 2006 20:32
About the first issue... He follows you until room... Perhaps you can let a script kill it when it reaches a certain trigger zone or anything, and then quickly let spawn another entity (basically the same character) at that location. I don't know how to do this but it surely must be possible if the zones work for entities...
Les Horribres
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 2nd Jul 2006 20:57 Edited at: 2nd Jul 2006 20:59
AE: I will not do your second... seach for NPC or TALK for hud examples

second one is simple

:activated=1:runfpidefault=3 (add onto home.fpi)

and have a triggerzone which activates the enemy.


If you want him to stay you can reset him and turnhim away from the plr... but I can't gaurentee he won't reactivate

:activated=1:state=0,rotatetoplr,rotatey=180,activate=0


firstone you have to preform a moveup action... but only if there are stairs... that could be an issue. You could have the flying ghost of FPSC... you could moveup if the plrhigher=5 but... who knows.

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Avenging Eagle
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Joined: 2nd Oct 2005
Location: UK
Posted: 3rd Jul 2006 19:56
Thanks,

i'll give it a try

AE

Les Horribres
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Location: My Name is... Merry
Posted: 3rd Jul 2006 20:22
uhh... it might be runfpidefault=2

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uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 3rd Jul 2006 22:05
Avenging Eagle,

Personally with your fist question I would put the character on a path at idle at start - activating to walk the path when the player gets to a certain point - at the end of the path using the waypoiint stop command.

Not sure if its easier as you need a little bit of scripting to get it to work but you can control a character perhaps more precisely this way than any other.

I have used the home script to successfully get characters to follow the player up or down stairs - it can be tricky as they can get stuck as you suggest - looking at the placement of a character may help when placing in editor - try both placing one as is at the end of the cursor and another separate one by hitting return to force vertical positioning before placing to see if it makes any difference at all with the character height for moving upwards over obstacles.

Not sure if any of that will help at all.



"I am and forever will be your friend"
Avenging Eagle
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Location: UK
Posted: 4th Jul 2006 00:53
I'm running some tests now on waypoints. My guy can go upstairs (and down) fine, thanks. I don't know how i can stop him using waypoints at the end or if i can prevent him from moving straight away. I'll do some searching.

AE

uman
Retired Moderator
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Location: UK
Posted: 4th Jul 2006 01:53 Edited at: 4th Jul 2006 01:54
Avenging Eagle,

Dont know what you are like at scripting?

It can be done fairly easily if you have some knowledge.

Firtsly you need ensure you have a waypoint stop statement at the top of the characters script file and then insert a waypoint stop command inside the body of the script itself.

The script needs to have a command to call the waypoint stop at start of script (and level start) and call the idle animation so that the character waits and just looks at the player or not until you want him to move - a waypoint start and walk animation call does that - before he gets to the end of the waypoint and stops as using an iserted waypoint stop command again.

Of course you need to have an additional command to instigate when the character actually starts to move along the path - perhaps the easiest thing to do to achieve this is use a plrdistwithin=? command.

All this sounds quite complicated and I guess it is - achieveing non default behaviours for characters inside FPSC is not easy and can require some considerable effort.

Let me know how you get on.

If you get stuck - PM me and I will try see if I can help out but you may need give me a little time.

I have the scripts to do it. It can be done so dont despair.



"I am and forever will be your friend"
Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 4th Jul 2006 21:14
No, i can't script to save my life.

i gave it a go though, how's this?

Quote: "
:plrwithinzone=1:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=5:freeze,animate=1,runfpidefault=1

;End of Script"


AE

Les Horribres
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Location: My Name is... Merry
Posted: 5th Jul 2006 08:39
No, i can't script to save my life.

:plralive=1,plrhealthless=10:plraddhealth=100

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