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FPSC Classic Scripts / Animated Overlays ??? to all you codegurus

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Mr Flowerkohl
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Location: Deutschland - Germany
Posted: 15th Sep 2006 19:18
Hi there !

does anyone of you code-masters know if its possible to script
animated overlays ?
my idea is...

imagine if you kill ( or shoot at ) an enemy there is blood splatting on the screen. after a few seconds it fades away.
possible ?


yeah...thats the ticket !
FredP
Retired Moderator
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Posted: 15th Sep 2006 20:58
At this point I don't think it is possible to create animated overlays.
If you shoot at an enemy the is blood splatter that disappears after a second or two unless it hits a wall or something like that in which case it will stay.

Mr Flowerkohl
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Posted: 15th Sep 2006 21:21
no i mean an overlay like the hud

yeah...thats the ticket !
Butter fingers
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Posted: 15th Sep 2006 23:34
yes it's possible to have blood splatter onto the hud when the player gets shot, or reaches a certain amount of health.

Mr Flowerkohl
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Posted: 16th Sep 2006 12:47
yees ??? how ? ive never seen this on the forums. But with scripting it should be possible i think. but thats not animated you mean something like the flashlight or the zoom scope right ? i know, thats possible, but thats not animated. okay, to draw blood splatters on the screen, i dont need animations.

but ...okay.... thats my idea, finally :

everytime you shoot at an enemy at a close distance, there is blood splatting on the screen. more and more. depends on how much enemies you kill at a close range. and if the screen is almost red ...full of blood...then theres a wiper ( windscreen wiper ? ) which wipes the blood away. like in that old taxi or carmageddon 1 game i think.

to get blood splatting on the screen theres no animation needed.
but for the wiper

ps: im not sick

yeah...thats the ticket !
brummel
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Posted: 16th Sep 2006 15:04 Edited at: 16th Sep 2006 15:05
shotdamage=1:hudshow=blah.png

I hope that clears some things up.

Gamerelease top 10 at www.freewebs.com/krillej/blog.htm

Check it out now!
Butter fingers
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Posted: 16th Sep 2006 15:22
exactly, and animated huds are possible. Check out the manual.

Mr Flowerkohl
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Posted: 16th Sep 2006 20:27
thanks for your help guys.
i checked the manual and got a few more questions...

the command HUDANIM=X ...whats x ? Something like an
avi file oder a animated gif ?

to get an animation work correctly, i`ll have to load several
images which will be shown lets say, everyone for 1/15 second.

with the command Shotdamage=1:hudshow=splatter.png for example it
would be possible to load a blood splat image...which...however should
disappear after a few seconds....or fade away.

but whats the command for animating ? maybe its possible to load a
few still images each lets say 75ms. but then, i think this "animation" will flicker.

any ideas ?

yeah...thats the ticket !
Les Horribres
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Posted: 17th Sep 2006 04:42
Quote: "the command HUDANIM=X ...whats x ? Something like an
avi file oder a animated gif ?"

I have not tested it, but it looks like it generates an animation by using 10 TGA files...



The X refers to the hudname which you set while creating the hud. However, in code that is put in the setuplevel.fpi it appears to be used as a filename.

Quote: "to get an animation work correctly, i`ll have to load several
images which will be shown lets say, everyone for 1/15 second."

If I read it right, FPSC should autotake care of it.

Your Mod was deleted by the Government.
Mr Flowerkohl
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Posted: 17th Sep 2006 18:15
mmmhh....thanks Merranvo.....but i dont get it ^^

so hows the fpi looking ?

yeah...thats the ticket !
Butter fingers
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Posted: 17th Sep 2006 18:24
basically you make like Splatter, with up to 10 frames of animation. named splat1 splat2 splat3 and so on. Stick them in the HUDs folder. Then when you run the hudanim=splat it will play the frames in sequence.

Mr Flowerkohl
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Posted: 17th Sep 2006 19:56
this means, 10 TGA ( ! ) images ( with which size ? ) splat01.tga ... splat10.tga and copy them in the huds folder.

hudanim=splat

would start the animation. but wheres the alignment of the tga files ?
maybe theyre not centered ?

yeah...thats the ticket !
Butter fingers
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Posted: 17th Sep 2006 20:02
if you open something like the dooruse script, it will show you how to set up a hud that pops up and fades etc. just replace the normal hud command with the animated hud. I'll try and put you together a 1 room room level that'll demonstrate it. and of course it doesn't have to be tga, it could be dds or jpg

Mr Flowerkohl
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Posted: 17th Sep 2006 20:05
really ? wow butterfingers that would be really nice of you i started scripting and am not really good in it for now

yeah...thats the ticket !
Butter fingers
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Posted: 17th Sep 2006 20:10
Well, I know I try to sound like a pro- but I just fumble around until something works. I'm sure merranvo would rip sensei to shreds. To be honest, as long as something works I don't care if it's not the most streamlined it could be.

I've been playing around with animated huds for a while. Empty pointed out to me that most of the commands for the engine will support multiple variations... Anyhoo, I'm trying to get animated HUDs working too, I think it would be cool, if the player spurted blood when he got shot instead of a weird overlay. Once I get it working I'll post a tutorial and let you know the link. Probably won't be for a few days as I'm bogged down with sensei and FOTF. Tuesday at the latest.

Oh and I don't know if this will be of interest, but I discovered how to change the default explosion for grenades and rockets, meaning I can get around the problem of the explosions for projectile weapons being hard coded to the engine. This should mean that throwing knives are possible.... and molotovs!!!!

Mr Flowerkohl
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Posted: 17th Sep 2006 20:22
great looking forward to the tut. i`m trying to get this hudanim thing working now

yeah...thats the ticket !
Mr Flowerkohl
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Posted: 18th Sep 2006 19:45
okay...i tried to script that when the players health is below 80 a image is displayed, but well...doesnt work. but why ? heres the modified pace script




yeah...thats the ticket !
Mr Flowerkohl
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Posted: 25th Sep 2006 14:41
havnt found it yet. anyone ???????

yeah...thats the ticket !
Butter fingers
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Posted: 25th Sep 2006 17:06
Try opening the setuplevel.fpi in the language bank and adding



I can't remember how I did it. But I think you need to make sure that the hud script is always going to be running. Maybe place a crate in an unreachable 1x1 room and make it always active, then set it's main script to a script containing the code above.

I'm sorry I didn't get working on this like I said I would. Other things took priority somehow, I'll go and have a look at this in a min.

butters

Mr Flowerkohl
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Posted: 26th Sep 2006 20:10
thanks buddy ,

but how do i get them animated ?



yeah...thats the ticket !
Butter fingers
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Posted: 26th Sep 2006 20:40
Thats the $25000 question really. FPSC tends to be quite picky about running it, and only seems to work in certain situations.

you could look at the setuplevel.fpi, there you will see some undocumented commands that let you change the HUD type: various numbers represent different types - integer, bar and so on.

It may be that you need to set the HUD type to an animated one (or one that would at least need serveral images) to work

Mr Flowerkohl
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Posted: 28th Sep 2006 19:39
hmmm the script doesnt work. if the players health is less ...77 ca. then the "death" image pops up with no transparency. so the player is still alive, but cant see anything.

yeah...thats the ticket !
Mr Flowerkohl
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Posted: 29th Sep 2006 16:07
okay i tried to get the health head item to work. i searched for the script and it wont work. seems like this crappy command plrhealthless isnt working for me. ?!

yeah...thats the ticket !
Airslide
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Posted: 30th Sep 2006 07:26
Quote: "Oh and I don't know if this will be of interest, but I discovered how to change the default explosion for grenades and rockets, meaning I can get around the problem of the explosions for projectile weapons being hard coded to the engine. This should mean that throwing knives are possible.... and molotovs!!!!"


How?!??! Me want to know!

My Apps:
Decal Maker
stormboy
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Posted: 30th Sep 2006 12:34
yeh I physically serarched and destroyed every instance
of explode.wav and then realized the explode.wav was hard coded or something weird. I could also use this info for throwable weapons etc.

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