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FPSC Classic Scripts / Free Script Pack in the Making :: Need Suggestions

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Airslide
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Posted: 6th Sep 2006 08:00 Edited at: 14th Sep 2006 03:36
Scripts in the Making! Remeber, post suggestions!

= Not Sure About

Object Scripts:
Stationary Gun (Bazzoka On Tripod) - Silent Thunder

Character AI Scripts:
Civilian AI (Run away if shot, look at player if close) - filya
Guard AI (Simply guard an area and shoot at player if in range) - filya

Character AI Central Scripts: (Call other AI scripts for more effective enemies)
General - Standard (Set of default actions using standard fire mode)
General - Machinegun (Set of default actions using rapid fire)
Aggressive - Standard (Set of particulary aggresive actions using standard fire mode) - filya
Aggressive - Machinegun (Same as above, rapid fire) - filya
Ally - Standard (An ally who will attack enemies, using standard fire)
Ally - Machinegun (Same as above, rapid fire)

Please post suggestions, anything is acceptable, I'll tell you whether or not I can do it. I can do character AI but that takes longer, and I would like some suggestions for other random things.

So, any suggestions post here

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xplosys
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Posted: 6th Sep 2006 16:56
Scripting seems to be needed on a case by case basis, at least from what I've seen asked for here. What one person wants, another will probably never need.

I would think that any script pack would have to be as generic as possible. The key may be to make generic scripts with enough documentation within them to allow others to make changes and adjustments without a lot of technical knowledge.

EXAMPLE:

;change the value of PLRDISTWITHIN to to make the entity
;react sooner or later. Lower=sooner.
:state=2,plrdistwithin=100:state=3

END EXAMPLE

Probably more work than taking script orders, but I would think it would be more instructive and a better help to community as a whole.

Just my thoughts.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

Airslide
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Posted: 6th Sep 2006 17:01
Okay. With a combo of things like IFUSED & USEKEY I should be able to make scripts more suited to other people too. Anyone have suggestions?

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Airslide
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Posted: 7th Sep 2006 05:17
I would have thought that with all the requests that are/used to be going around someone would have replied by now

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Silent Thunder
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Posted: 7th Sep 2006 05:42
a way to make a gun able to be used like a turret for example when you walk up and press the use key.

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brummel
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Posted: 7th Sep 2006 16:38 Edited at: 7th Sep 2006 16:38
Why doesnt some people search?... There are already scripts for that.

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Airslide
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Posted: 7th Sep 2006 16:53
I think there is a script, but I'll make one anyway, just cause. I have some model skills (not so much texture though) so I might even be able to make a gun that works. I could make a tripod that is considered a character, give it a new script, and then you can define the weapon. I believe it only works with projectiles though.

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Posted: 7th Sep 2006 18:39
It is possible with emptys mod as it can target enemies.

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Screwed Over
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Posted: 7th Sep 2006 21:57 Edited at: 8th Sep 2006 23:20
a script that when an enitity sees the player or the player shoots will run away would be useful


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Silent Thunder
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Posted: 7th Sep 2006 23:58
Quote: "Why doesnt some people search?... There are already scripts for that."


I tried using another one i found and couldn't find out how to use it and tried posting but that didnt help either.

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DJ Professor K
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Posted: 8th Sep 2006 11:24
A script to holstear weapons (a must)

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Airslide
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Posted: 8th Sep 2006 17:01
Unfourtently, I don't think that's possible, people have tried and failed. Though I'll look to see, for now just press the "0" (as in zero) key to hoslter your weapon whenever you want.

First thing I'm looking into is the staionary gun, most likely a tripod with somesort of bazzoka or law on top.

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DJ Professor K
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Posted: 8th Sep 2006 17:18
It was a good try anyway

Well, another one: player go prone.

The script would make slower the movement of the player, and of corse, put the camera lower.

Perhaps with emptys is possible to reach this goal, what you think?

My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
filya
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Posted: 8th Sep 2006 19:09
to be honest, the scripts provided with the FPSC are not very good. I agree, they cover a lot of aspects/scenarios...but I for one would like simple scripts which work flawlessly.

Some examples of ones I am trying to work on myself :

1) Civilian : As soon as he sees or hears the player, they turn towards the player. When player comes too close, they just cower on the spot. But if shot at, they run away from the player and cover a lil far off. If player goes out of range, they again stand up.

2) Aggressive : When they spot/hear the player, they move towards us (the 'followplr' doesnt work ). When player is in range, they shoot. Now, if player goes out of sight/range...they chase to get back in sight/range.

3) Guard : They just guard a door/entry etc. They dont move from their place but will shoot if player is in range/sight.
(This one I got it working well enuf)


Let me know if you can work on these. Shall be very helpful to me (and many other probably)

thank you,

filya

-- n00b at playing games...and now at making em too :p --
Airslide
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Posted: 9th Sep 2006 05:11 Edited at: 9th Sep 2006 05:13
Okay. At this point here's what I'm working on:

Object Scripts:
Stationary Gun (Bazzoka On Tripod) - Silent Thunder

Character AI Scripts:
Civilian AI (Run away if shot, look at player if close) - filya
Guard AI (Simply guard an area and shoot at player if in range) - filya

Character AI Central Scripts: (Call other AI scripts for more effective enemies)
General - Standard (Set of default actions using standard fire mode)
General - Machinegun (Set of default actions using rapid fire)
Aggressive - Standard (Set of particulary aggresive actions using standard fire mode)
Aggressive - Machinegun (Same as above, rapid fire)
Ally - Standard (An ally who will attack enemies, using standard fire) - filya
Ally - Machinegun (Same as above, rapid fire) - filya

I won't list the ai scripts that these link to because there pretty basic.

I know butterfingers also uses multible ai scripts, and I'd like to credit him with the original idea.

Also, you may notice I said I probally won't do character AI and now just gave you a list, well I've been practicing and making some simple scripts and now I feel I can do it even better than I did previously (never released my old ones though)

And DJ Professor K - Sorry, changing the player height would probally force him down through the floor, and you can't limit the player movment, unfourtently.

Important: I'm now using Empty's mod for my scripts. I'll try to make most scripts and compatible with normal & empty's as I can, but to use the allies you have to use empty's.

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Silent Thunder
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Posted: 9th Sep 2006 08:07
wow, can't wait, good luck with that!!

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A4 PrOdUcTiOnZ
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Posted: 9th Sep 2006 08:27
Hello I Need A Script So That When I Push A Switch On The Wall It Kills Me By An Explosion. I Wanna Use The switch_g In The WW2 Folder. Please Help Me If You Can, I Posted This Request On Another Froum But No Luck Yet Still Hoping, So Please Help If Possible Thank You......Duva A4 PrOdUcTiOnZ

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DJ Professor K
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Posted: 9th Sep 2006 12:56
good work

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Airslide
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Posted: 9th Sep 2006 18:43
Here is a simple script that activates a switch and kills you. I can't trigger an explosion (still expirementing, might be able to though) but it kills the player. Unzip to <FPSC Dir>\scriptbank. Now select your switch and change the script to "airslide\switch_death.fpi"

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The Silent Ayehika
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Posted: 9th Sep 2006 21:25
maybe a script that does the alarm colors with the lights like Red-white-Red-white in a timer .

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Mess with me and PREPARE TO GO TO EBIL HELL!
Airslide
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Posted: 12th Sep 2006 07:06
Hmm - I don't know if I could do the diffrent colors, but I could make it flash at preset intervals like an alarm.

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brummel
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Posted: 12th Sep 2006 22:38
lightred=0-100, lightblue=0-100, lightgreen=0-100.

e.g.:

lightred=100 + lightblue=100 + lightgreen=100 = white

lightred=100 + lightblue=0 + lightgreen=0 = red

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Butter fingers
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Posted: 13th Sep 2006 01:01
Here is a simple script that activates a switch and kills you. I can't trigger an explosion (still expirementing, might be able to though) but it kills the player. Unzip to <FPSC Dir>\scriptbank. Now select your switch and change the script to "airslide\switch_death.fpi"

why not add the explosion decal reference to the switch's FPE, and use the run decal command.

Oh and dude, I've got a working sentry gun script in Sensei. It would be cool if you did an alternative version. But I'm just saying, you know. If there are other things you wanna do, I've got that base covered!!

I don't want to sound like a [possible mod edit] I'm just tryint to be helpful!!

Airslide
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Posted: 13th Sep 2006 02:06
Sensei...er...

lol, Sensei actually looks pretty good, I saw your video with Fall of the Fireflies where they shot at each other, good work. I doubt mine will be near as good, but I'm not sure. Is Sensei going to cost money or what? Cause I got kinda confused when you were worked about people stealing a beta and beta testers getting the full version free.

Butterfingers, I do have one question though - can you send me an e-mail with a basic orientation (no code if you don't want to send any) about how you get your Sensei allies & enemies to know when to shoot each other? I'm planing on using global variables but I don't know how to make it so they can spot an enemy

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Butter fingers
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Posted: 13th Sep 2006 02:27
sure thing dude. I'm watching prison break right now (sad huh!!) but I'll do it later

Airslide
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Posted: 13th Sep 2006 02:49
Thanks

I was thinking of releasing my betas publicly, but knowing some people, they'll come to the fourms with a fit because something doesn't work quite right yet. It happened to me before on another fourm (Wolfenstein related)

Butterfingers, with all your projects I'm not sure if you have the time, but would you like to test my AI? Sensie probally kicks its [this would end up as a mod edit so I'll put it here for them] but I'd like to know what you think of it so far

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FredP
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Posted: 13th Sep 2006 12:51
Quote: "The script would make slower the movement of the player"

You can edit the player's speed by right clicking on the Player Start marker.

Airslide
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Posted: 13th Sep 2006 16:49
FredP - Yes, you can, but what he wants is to make the player lower than crouching, he wants it to go prone, and once the game is started only the engine's preset coding for things like crouch can affect the player speed.

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FredP
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Posted: 13th Sep 2006 22:32
Okay.Now I understand.

Airslide
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Posted: 14th Sep 2006 00:38 Edited at: 14th Sep 2006 00:40
Okay, first update on the character AI:

I'm working with trying some raycasting, so they won't run in to things (mostly only a problem with strafing) but the only one that seems to work is raycastback. It sends a ray backwards, so, I figured, if I rotated the guy, did a raycast, and rotated him back, it would work, right? Apparently not. I'm still messing with it, so I'll have more on it later. If it works, your enemies will be about as flexable as you can get: able to be in big open spaces and strafe to avoid the player, to being in a corridor and not running into walls

EDIT: Also, if I get the turrent to work well, I might be able to use machineguns too thanks to empty's mod

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FredP
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Posted: 14th Sep 2006 00:49
You might check out David's AI script.
It had some raycasting stuff in it.

Airslide
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Posted: 14th Sep 2006 03:37
What do you guys think about this idea for the aggresive ai?:
When the player is near death (25 health or lower, maybe 50 or lower) then he moves in for a quick and accurate kill.

I still need some more "aggresive" ideas so if you come up with any please post

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Airslide
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Posted: 14th Sep 2006 03:55
Sorry for double post but...

BETA VERSION OF SCRIPTS RELEASED!

This version contains the switch->die script (kills player when switch is active) and a general AI script core. This is so people can test, please do not complain if it doesn't do what you want yet, just post what you find wrong with it.

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Airslide
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Posted: 15th Sep 2006 03:25
Well does anybody find it interesting? If I get the typical use-but-don't-bother-posting ungrateful thing I won't continue this but for my own use.

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Butter fingers
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Posted: 15th Sep 2006 03:40
LOL. I'll download and give it a go tomorro bro. You'll find that people download and run more often than not. You could try making a new thread for your download, and specify that you want feedback from users...

Airslide
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Posted: 15th Sep 2006 04:30
Well, that works.

Oh, and if you haven't yet (haven't checked) you don't need to send the Ally stuff, cause I'm planning on using the save/load update for FPSC (new offical update they say is coming this weekend) so allies won't be possible. Oh well.

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FredP
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Posted: 15th Sep 2006 06:16
I downloaded it and I will check it out in a few and let you know something.

DJ Professor K
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Posted: 15th Sep 2006 11:03
When i get home i also try it out

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FredP
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Posted: 15th Sep 2006 12:29
Airslide,
I have been testing your scripts and I sent you an e-mail.
I would have gotten to this earlier but I am at least anywhere from a day to a month behind.
Sorry to take so long.

Airslide
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Posted: 15th Sep 2006 16:48
IMPORTANT!
In order to use general_standard (the main AI script in the pack, others are 'sub scripts') you must turn phyiscs off on the enemy. Then, you can use trigger zones to spawn them to keep from slowdown.

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