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FPSC Classic Scripts / i need help with the way points plzz.

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Shaka
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Joined: 8th Sep 2006
Location: San Diego, CA
Posted: 17th Sep 2006 20:25
how do u make people follow waypoints? i dont know if im doing it right. could u tell me how to do it in a step-by-step method plz

Project Venom......Coming 2007
Connor Higgins
User Banned
Posted: 17th Sep 2006 20:40
Ok step one

READ THE MANUAL!!!!!

super cool timmy turner has fairy godparents and i am not a mad science teacher i am a real boy so FAIRIES!!!!!!!!!!!!!!!
Shaka
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Location: San Diego, CA
Posted: 17th Sep 2006 20:42
i did. but it doesnt discribe it well enough!!!!! step two plzzz help me!

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xplosys
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 17th Sep 2006 20:45
Well, as for setting them up, I think they are covered very well in the manual. Once you have your waypoint set up, assign the character you want to follow it with the scriptbank\people\follow.fpi. The character will seek out and follow the waypoint.

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

Shaka
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Posted: 17th Sep 2006 20:48
oh i was just puting the always active button on. thx you guys ur LOTS of help!!!!

Project Venom......Coming 2007
Butter fingers
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Location: Mecca
Posted: 17th Sep 2006 21:09
just a hint. Someone told me this a while back and it works a dream.

Sometimes you'll find that characters gets "stuck" on waypoints. If you right click the character in the editor and just tap pageup (so that they're floating a few pixels above the floor) this usually stops them getting stuck.

Waypoints can be a major problem, especially in levels where things get even a little bit laggy. I would advise spawning waypoint based characters just before the player reaches them. Otherwise you're wastin CPU calculating the movements of a character that cannot even be seen.

Shaka
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Location: San Diego, CA
Posted: 17th Sep 2006 21:19
Oh thats a GREAT tip!!! it help a bunch. and one more thing, were do u put the follow thing? is it on the "main" thing or the "start" thing?

Project Venom......Coming 2007
Butter fingers
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Posted: 17th Sep 2006 21:31
*sigh*

You place it in the main script.

Think of it like this.

*Start script is only used when the character first spawns

*main script is used the whole time that the character is not attacking.

*shoot script is used for attacking.

therefore the follow script should be the characters main script.

Les Horribres
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Location: My Name is... Merry
Posted: 17th Sep 2006 21:38
Quote: "Otherwise you're wastin CPU calculating the movements of a character that cannot even be seen."


Doesn't FPSC reserve CPU Processes for closer scripts?

Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.
Shaka
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Posted: 17th Sep 2006 21:48
ok so i made him follow it but now he wont attak me.

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Shaka
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Posted: 17th Sep 2006 21:54
and also how do u delete waypoints?

Project Venom......Coming 2007
Butter fingers
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Posted: 18th Sep 2006 00:19
@merry
Quote: "
Doesn't FPSC reserve CPU Processes for closer scripts?"


I know you are a scripter who is far better than me, but I'm just talking from my experience in actual level design, and having entites pacing way off screen does effect fps. But yes you're right fpsc does prioritise entities.

@Shaka
If you set the entity to follow, that's exactly what it will do. As it says in the manual. "Follow: will follow a set path along waypoints, non aggressive"*

You need to set the entity to "pace.fpi", again, this is in the manual.

Secondly, I'm surprised you don't know how to delete waypoints, it's in the keyboard shortcuts in the FIRST FEW pages of the manual. I'm not going to tell you how to do this. It's SO easy to find out if you read a little bit.

*that's not an exact quote, it's close though. and I'm sure a greater nerd than I will post the exact text of the manual.

Les Horribres
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 18th Sep 2006 01:19
Curses! My guise is foiled... I shall have to go back in hidding contorting my face into an unrecognizable aboration!

Quote: "I know you are a scripter who is far better than me"

Correction, I WAS a great scripter... right now I am a washed up old man who would rather spend his time making a lowsy physics addon for a java project then even attempt another AI project (you have no IDEA how long I have put off 3.0 (well, actually, including the theoretical design changes it would actually be...) I simply did not want to deal with another large scale project like that again,
my excuses include (Noticable frame rate drop due to script size) [theoretical change 1, split script into multiple scripts and call with runfpi]
Not enough commands to make 'better' [have player setup objects, such as waypoints]
Still too Slow [only run plrcanbeseen every few seconds (use random due to hudtimer bug)]
Can't get entitys to 'interact' propperly [add ifused=enemy to fpe file and use an anywithin to detect if an enemy is close]

Simply put, I have become seriously lazy when dealing with making a new complex script.

Either way, I typically deal with single scripts, a single script using waypoints to detect 'cover', for instance, doesn't seem to slow down the system but I guess as you increase the script usage it makes things consiterably slower... perhaps a plrdistwithin would help?

Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.
Butter fingers
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Posted: 18th Sep 2006 02:25
merry, I'd be honoured if you check out sensei.

Shaka
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Location: San Diego, CA
Posted: 18th Sep 2006 05:15
ok.

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