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captdj
18
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Joined: 23rd Apr 2006
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Posted: 29th Aug 2006 23:43
is there a way to make so in the game i cant be seen in the dark unless im close to the enemy.Then in the light they can see me far away or close up?
Cheesy Good
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Joined: 26th Aug 2006
Location: Under the rug
Posted: 30th Aug 2006 00:20
am probably wrong on thi sbut u can edit the enemy so its fighting style is "close up". I believe the script is shootclose.fpi or something. That may be something that almost makes the enemys range closer than what it would be if it was just shoot.fpi.

Sorry what I said even confused me a little
Prince
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Posted: 30th Aug 2006 04:45
I am not a scriptor but for some reason i think its not possible... u can use lighting and get an effect close to wat u want, like set the ambience to 0 for complete darkness and then use enemies script as shootclose & closeup, which will let enemy attack you wen u r close to them..but wont make u totally invisible also u can use trigger zone n might have to modify the plr script a lil if at all that is possible...

Hope some experts throw some light on that..

Hope I was of some help

Prince
Jiffy
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Joined: 5th Mar 2004
Location: Hiding in the bushes in your backyard
Posted: 30th Aug 2006 08:45
Position as far as lighting goes is not tracked by the engine, so the only way you could do it is by using multiple Trigger Zones, which is much too tedious to even bother with. As such, I suggest having a low ambience and using Cheesy Good and Princes idea.


Evil has a new name. Demo out now!
uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 30th Aug 2006 16:23
You could certainly achieve a simulated stealth type game using lighting and shadow areas to hide/show the player to enemies utilising a combination of clever level design and placement of the appropraite lighting of the level.

It requires understanding of how FPSC works and careful planning of how you will achieve what you want to.

Using a combination of scripting for enemies and trigger zones or similar triggers (any object can be a trigger) which I dont see would be tedious to set up at all any more than setting up any other form of in game scenarios with control of interaction with enemies. Its hard work to set up such things with precise control whatever the need. If you dont put in the effort or are not prepared to then you wont achieve the unorthodox approach to these kinds of behaviours.

Clever use of shadowing of textures would add a lot of credibility to the overall success - and even that is a lot of hard work to do in making specific textures. Use of carefully placed obects to guide player and enemies where you want them to go in the level and use of paths for enemies could be helpful in controlling the scenarios.

I cant however say how successful an attempt would be at the end of the day - again it needs someone to do it.

You could surely get a good indication by making a small test level scenario before embarking on a large scale project.

If you are not prepared for a lot of hard work forget it - otherwise....

Go for it.



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