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FPSC Classic Scripts / Railway System

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Komet
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Posted: 28th Jul 2006 11:23
I have an idea for a script, does anyone think it would be possible to create a Railway with a train running around which troops and the player could board and get off at various stops?
Stamina
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Posted: 28th Jul 2006 15:32
ha ha ha,,that was good,,,omg,,,I ,,I,,,I cant handle it...lol...funny....hurts..when..I ...laugh.

Sorry,,but I doubt it. I would think that this would be a monumental scripting task, if even remotely possible to achieve in FPSC. Great idea though, especially since I have worked on an underground subway tunnel system. You'll just have to walk to the next stop.
xplosys
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Posted: 28th Jul 2006 16:13
I have had the same idea. I don't know about the script, I would have to think about that one. I don't see why you couldn't make a subway car model and get it to follow a waypoint though. It would take some work, no doubt, but it is my understanding that people have got a vehicle to follow a waypoint, so I guess it is possible to some extent.

Crazy Grandpa
Stamina
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Posted: 28th Jul 2006 16:24
yeah,,to follow a waypoint, but I highly doubt your going to be able to make it stop/load passangers/start and stop at another location, unload passangers, then restart..not in this engine your not....lol
SpyDaniel
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Posted: 28th Jul 2006 16:34
You can, you just have the script tell it to stop at a way point number for a set time. Because every way point you place has a number, and you juse count from the big star to the end and mark out where you want the train model to stop.
uman
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Posted: 28th Jul 2006 19:46
You would likely encounter a number of problems including possibly those relating to physics, gravity awqnd collision in realation to perhaps both the player and NPC's. There may be other engine restrictions too.

Certainly you can get a train model to move around - thats the least complex of the problems likely to be faced. Getting into or onto and moving around successfully with it for the player or NPC may pose some problems.

The small world size also is not helpful either if your refer to a train at a size as one would expect to see in the real world which could be quite a lump of an entity.

I have a train which moves across a level and being quite long its not really possible to have it function as one might see a train do so in AAA title games of todays standards. My train at least would fall off the end of the FPSC world long before it could make a full turn around any bend or before even it was to dissapear out of view using any normal level design procedures so some trickery is needed to get it in and make it look plausable.

If contemplating using a train in a game one should need think "single" carriage or truck as it were and keep it short in length for best advantage.



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SpyDaniel
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Posted: 28th Jul 2006 19:57 Edited at: 28th Jul 2006 19:57
Basically, all I would do is animate a model, with the tracks so that when I come to place it in fpsc, I know where it will go. That is the only way I would know how to get it to work correctly. It would only need a script to activate the animation. But if you want it to stop at stations, I would model those into the same model scene as the train, so every thing matches up right.
uman
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Posted: 28th Jul 2006 20:14
You could certainly do that Hggins.

You would ineviatably end up with a very short length run for your train. At least it would seem to me it would be.

Still such a set up could be very useful and an interesting addition to any game despite any limitations - animated objects are always good to see and make a level have just that little bit more interest.



"I am and forever will be your friend"
xplosys
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Posted: 28th Jul 2006 20:20
If you just wanted to set up a subway system from one street to the next, it should work. The train would just have to go to one end and back.

Crazy Grandpa
Komet
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Posted: 28th Jul 2006 21:04
So a subway system seems like the best bet, it's enclosed so less likely to cause deterioration in game performance, but a railway running around a part of a city is going to cause problems it sounds like.

I first thought of the idea after seeing the 'lift' working in FPSC so figured what can go up can go go along
Stamina
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Posted: 28th Jul 2006 21:15
The next thing is, modeling a subway style entity that you can walk into, and yet keep the polly count down and still keep quality. Sounds like a challange to me.
xplosys
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Posted: 28th Jul 2006 22:24
I have a feeling you're up to it.

Crazy Grandpa
Komet
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Posted: 28th Jul 2006 23:06
I don't see why a subway train could not go around in a loop stopping at say 4 stations rather than just from A to B then back again. Is this practical?
xplosys
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Posted: 28th Jul 2006 23:12 Edited at: 28th Jul 2006 23:14
I don't know. FPSC is flaky enough with waypoints as it is. My thought was that keeping it in a straight line would prevent problems like getting the car to turn properly.

Also, I don't know anyway to speed up the movement (not saying that there isn't a way) so the shorter the trip, the better.

A straight line shot with a stop at each end would probably be the easiest to get done. As for multiple stops, that could be done with the straight line too.

Crazy Grandpa
uman
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Posted: 29th Jul 2006 17:42
Not sure why anyone would think getting a train or other vehicle to move around FPSC levels is a problem - it is not - but there are many other limitations and issues to themm doing so.

Any entity can be made to move around. A straight move from A to B is no prob and waypoints and behaviours can be scripted with some success.

There are problems though as users will find in differeing scenarios and with differeing entity types.

I have a train moves along a platform underground as said - underground or not makes no difference. You can see the train in a pic in my screenshots in the Showcase forum.

I have helicopters and other entities which move around too. I am sure many others have such entities moving around in their game levels.

All such entities have associated problems and issues attached to them. The more complicated you want to make their movement and behaviours the more problems you are likely to encounter.

Many issues are associated with the physics system and gravity and other hard coded restrictions built into the engine source.

The Always Active flag which has issues can also cause problems with some user defined moving entities.

A simple moving from A to B though should cause little problem as said - not much to go wrong there - and thats easier to say than do in FPSC under some situations.

Good luck anyway with your endeavours.







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Stamina
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Posted: 29th Jul 2006 19:50
Well, I was going to attempt this, but as my custom made entities wont stay on the map when set in dynamic, I cant create or test it. So I hope someone can figure it out. I would like to see it work.
uman
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Posted: 29th Jul 2006 20:56
Stamina,

I posted some ideas regarding your entities dissapearing - hope you get that fixed.

What modeller do you use?

If you make or save (export) out your Models from Milkshape using the JT exporter following the guidlines that are published here at the forum (do a search) - you should be OK with removing any .x file incompatibilities if thats what you problem is.

Getting a train to move from A to B is realtively easy following a simple path. If need be you can call a stop at a waypoint.

If any FPSC entity is very long as might be the case with a train as mine is then you can encounter problems with both physics and collision on the model. There are other numerous contributory reasons for this also. The particular model and how its made can have a bearing too.

Still most probs with these kinds of entities can be overcome - but its one at a time is the best solution. You obviously need to fix your invisible entity prob first before anything else.




"I am and forever will be your friend"
Les Horribres
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Posted: 3rd Aug 2006 08:09
@Stamina:

Quote: "yeah,,to follow a waypoint, but I highly doubt your going to be able to make it stop/load passangers/start and stop at another location, unload passangers, then restart..not in this engine your not....lol "


Quote: "Tue May 30th 2006"


Why is a person who has been here for so short a time passing judgment, and might I add hateful, dispiseful judgement, on theorys because of not being able to do it yourself?

Please, unless you have spend 6 months scripting do not say what can or can not be done. And even then 'I' can not accuractly denounce something as impossible for even I have not accounted for every variable.

And if you do feel like it is impossible, please, do not laugh at the person suggesting it. It is rude and unkind. And as I said, being as young as you are, you can't truthfully denounce any idea, any at all.


And yes, this is totally possible, as I am certain Uman said.

Your Mod was deleted by the Government.
uman
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Posted: 3rd Aug 2006 16:42 Edited at: 3rd Aug 2006 16:44
The hardest part of a mountable entity such as an train carriage which characters could get in and out of would be related to that - getting in and out and remaing there correctly.

Issues related to Physics and Collision.

An open top tuck may be easiest - an enclosed underground type carriage the hardest.

We dont really have much user control over these or indeed the scripting capability of FPSC by default.

Those with access the code source and some scripting knowledge whave the best chance of getting functionality to work.

Other skills in areas such as the ability to model a suitable model are an advantage in those areas required too.

Such a capability as this requires overall, may need multiple skills and disciplines to achieve a good end result without problems in its exceution.

Still there may be limits to the end resiult achieveable.

Undoubtedly though there are many things that can be done with varying degrees of success inside FPSC that may not yet have been achieved. Its hard stuff to do some of this kind of work and takes a lot of effort and skill.

Overall FPSC is not helpful as it is still a little lacking in sophistication and user potential for success in many areas due to some of the issues and lack of features and functions and the limitations of the Scripting language.

Full marks must go to all the users who are already trying very hard doing good things with FPSC.

Just think of what they might achieve with a liitle more help from the product capability and we may yet have some good things to be seen coming from end users.

Just give it some time and await FPSC further development.

Nice to see you back Merrranvo



"I am and forever will be your friend"
Imp Eclipse SD
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Posted: 3rd Aug 2006 19:18 Edited at: 5th Aug 2006 01:27
i made a level in wich there was a body of water and there was a platform floating back and forth across it. i just used one of the crate entities with the "follownorotate" script attached to it and when you hopped on you went right acrost perfectly you didnt have to associate the player at all. if you had a train with animated doors you could add that in too. all you would need to do is add a pause at each waypoint in the follownorotate script. good luck getting this figured out.
Stamina
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Posted: 5th Aug 2006 17:10 Edited at: 5th Aug 2006 17:13
@Merranvo

Quote: "Why is a person who has been here for so short a time passing judgment, and might I add hateful, dispiseful judgement, on theorys because of not being able to do it yourself?
"


Number 1, who made you the judge for someones ability to post based on their "short time" on the boards. And just exactly WHERE was my post dispiseful, judgement and hateful to ANYONE?

Quote: "And if you do feel like it is impossible, please, do not laugh at the person suggesting it. It is rude and unkind."


Number 2, I wasnt laughing at ANYONE. That is your assumption ( and we all know what happens when you ASSume something). I was laughing at the fact of the many issues this game engine has with trying to do what it was specifically NOT designed to do in the first place, and the many irratic and unpredictable behaviors that happen with the afore-mentioned. So dont assume andything, if I laugh at someone, I will point them out, trust me.

Quote: "And as I said, being as young as you are, you can't truthfully denounce any idea, any at all.
"


Once again, another yet unfounded assumption about me. This is just another example of ones thinking that because they have been a member longer, they are better equipped or better than someone who has only been a member for a short time.

I have seen your work Merranvo, and I have respect for what you are able to do, but what I dont respect is your assuming nature. I said nothing negative about anyone here, and my opinion was based on my epxerience with the game engine and it's temporary limitations. If you took offense to anything that was said, thats your problem. I have worked on trying to get this to work, and I havent had any luck, so yes, I will agree that my scripting abilities are limited, but that doesnt mean I can't have an opinion.

I am not trying to make any enemies here, but your post was completey uncalled for and rather immature in it's misdirection.
skintmix
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Posted: 6th Aug 2006 20:40
so did anyone ever make the script?

-_+
Stamina
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Posted: 8th Aug 2006 01:51
apparently not...
Les Horribres
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Posted: 8th Aug 2006 06:17 Edited at: 8th Aug 2006 20:52
Quote: "Number 2, I wasnt laughing at ANYONE. That is your assumption ( and we all know what happens when you ASSume something). I was laughing at the fact of the many issues this game engine has with trying to do what it was specifically NOT designed to do in the first place, and the many irratic and unpredictable behaviors that happen with the afore-mentioned. So dont assume andything, if I laugh at someone, I will point them out, trust me."


When there is great doubt, don't say anything at all. If you say
"ha ha ha,,that was good,,,omg,,,I ,,I,,,I cant handle it...lol...funny....hurts..when..I ...laugh."

Laughing at the engine, yeah. Think of it like this, if you walked into a room where your countries leader is talking and randomly laughed what do you think would happen? Given the situation, he probally would think you are laughing AT him (unless he told a joke).

P.S. the [mod edit] joke is a last desperate resort, it is annoying and does little for ones reputation. When someone assumes something they derive a conclusion using limited information and logical processes, not generate a random idea that has no corelation to the situation. That is called being an idiot or stereotyping, in some situations.


Quote: "Once again, another yet unfounded assumption about me. This is just another example of ones thinking that because they have been a member longer, they are better equipped or better than someone who has only been a member for a short time."


Proven fact. A person who has little experience in a field will perform worse then one who has experience. In other words, your experience does not qualify you to assume what you do not know. This idea has been done, I distinctly remember the concept being discussed, or at least one view.

The idea IS to use waypoints, as clearly said by uman. The issue is with discrepancies in the new physics engine and collision engine ALSO said by uman. You want a script? Follow.fpi should work, getting the model to work with it is the problem. Also said in this thread is a follow no rotate idea. I would assume that the player stands on some platform and as he moves forward the platform moves with, but I can not say for certain, I am not aware of the script suggested.


I don’t mean to impose insult, but assuming that you know the answer is not the way to go, just say your view as a simply as possible, and avoid confrontation by explaining action. Starting your post off with a hysterical outburst can be taken as a sign of disrespect, others might just take it as “noob behavior” (the definition of noob is not the same as newbie), but it does ask for explanation. Given no explanation one tries to make logical conclusions. So, if you do have a fit of hysteria explain it instead of proceeding to converse.

Your Mod was deleted by the Government.
uman
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Posted: 8th Aug 2006 11:25 Edited at: 8th Aug 2006 11:25
Even given one could obtain the control need via scripting FPSC can have some difficulties when it comes to large - or long vehicle types when the player is in close proximity.

Depending upon the complexity of the model - and its length which is unspecified, inside FPSC such a model can have problems with collison and non rendering of ploys when the player is at very close proximity. The resons I wont go into here - too much typing required.

Anyway like some other things users here constantly debated the only way to prove something one way or another is for someone to get on and attempt do it and either fail or succeed.



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brummel
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Posted: 8th Aug 2006 12:02
Quote: ""ha ha ha,,that was good,,,omg,,,I ,,I,,,I cant handle it...lol...funny....hurts..when..I ...laugh.""


That was actually a comment i expected you to say Merranvo, it sounds like your sarcasm.

Dont forget to visit my website for scripts!
Stamina
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Posted: 8th Aug 2006 12:42
Merranvo has entirely too much time on his hands. LOL,,ha ha ha,,,now that was funny,,good one,, omg,,,LOL.
BladedEnt
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Posted: 8th Aug 2006 17:01 Edited at: 8th Aug 2006 20:36
I think were having a little back and forthing [ModEdit]


Thank you,
Craig Scott

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Escape The Game
uman
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Posted: 8th Aug 2006 20:39
Having a little fun is one thing - but Please dont post inflamatory remarks.

Mods watch all threads and will intervene if necessary.

It would be a Pity in this instance as the original post is regarding a serious issue.

Please keep threads on topic.

Thank you.

"I am and forever will be your friend"
Stamina
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Posted: 9th Aug 2006 02:35 Edited at: 9th Aug 2006 02:42
I am trying to work on the railway system iteself, I dont have time for Merranvo's 25 minute philisophical pshyco-anilytical analysis onf ones post. I have better things to do with my time.
Les Horribres
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Posted: 15th Aug 2006 11:03
If I remember correctly, only enemys can use waypoints.

And my phsycoanalytical BS is the best BS you ever had. Try some.

Your Mod was deleted by the Government.
thebenji
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Posted: 15th Aug 2006 21:16
Okay, so the train is following a waypoint and it stops. The train would halt suddenly, right? That would look silly. Is there a way to adjust the speed of entities moving along waypoints?

If the train were to turn... That would be difficult if the train had more than one car. Trains in real life don't turn on 90 degree angles, rather, they turn across obtuse angles. I don't know how to make long, drawn-out obtuse-angled tracks in FPSC.

In my previous game-making experience (16-bit RPGs), it was simple to teleport an NPC (such as a train) to a new (X,Y) location. I assume (a dangerous word to use in this thread) that teleporting NPCs in FPSC is difficult if not impossible.

A person could cover the corners of the track. Picture an "L" Once the train gets all the way in to the bottom line of the "L" (so that the player can no longer see it), it teleports to the other line of the "L," facing out. This couldn't be done with long trains. See screen shot.

Eh.

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