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FPSC Classic Scripts / Free Script Pack :: Characters & Objects :: Beta #2

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Airslide
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Posted: 23rd Sep 2006 05:02 Edited at: 27th Sep 2006 04:50
Beta 2.1 Can be Found Here:
Download

Beta 2.1 extends the range the player must be in to automaticly react & now reacts when shot.

IMPORTANT
When using character AI, select 'general_standard.fpi' as the main script, and nothing as the shoot script. The other scripts are SUBSCRIPTS, called by the main script. You also need to turn off physics on the enemy entity (and set always active to ON), so making them spawn from a trigger is a good idea. Also, do not relocate character scripts, as this will cause the AI to no longer function. This only applies to Character AI scripts, not the ones under the folder 'objects'.

Overview
This is the second beta of a free script pack I am making. The new thread has been created so that fourm users can easily see the new release.

Installing
To make life easy, I'm including the pack in a simple installer that will automaticly install all the contents where they need to be, as long as you put in FPSC's full directory. All scripts are put in your scriptbank in the subfolder 'Airslide'. Press the 'Download' button to download.

Comments and Critizim
Please feel free to post comments and constructive critizim. Please see the notice at the top of the post first though.

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Airslide
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Posted: 23rd Sep 2006 05:07
Video
Here's a small video file made during the production of the first beta, showing some of the AI's features. Beta 2 is not much diffrent other than bug fixes.

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Lukeirado
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Posted: 23rd Sep 2006 16:44
Nice job, which bugs were fixed at this beta?

"My life flashed through my eyes... It was really boring."
Airslide
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Posted: 23rd Sep 2006 19:25
It should fix the running-into-wall-and-not-responding bug, though I've had trouble testing it, so people who had it before need to tell me if it's still there.

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Airslide
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Posted: 24th Sep 2006 03:54
Darn it - it's happening again! PLEASE! Post your findings people!

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FredP
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Posted: 24th Sep 2006 08:39
I will check it out as soon as possible.

Airslide
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Posted: 26th Sep 2006 01:00
Thanks, FredP, you seem to be the most considerate guy around here these days...

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FredP
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Posted: 26th Sep 2006 01:12
Thanks.I try...lol.
As a matter of fact I am getting ready to play with them now.
I will e-mail you after while.

Airslide
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Posted: 26th Sep 2006 03:34 Edited at: 26th Sep 2006 03:37
Okay. I also saw something you said about it in another thread (FOTF maybe?) about the old one not working if you have the new one installed, new versions will all use the same setup from now on to overwrite existing ones so you don't have that kind of a problem

EDIT: Also, if I can debug the general character AI script (with the help of you non-posters ) I'll get to work on variations, like automatic fire, aggresive actions, cowardly actions, ect.

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FredP
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Posted: 26th Sep 2006 03:53
Airslide,
Sent you an e-mail.

Airslide
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Posted: 26th Sep 2006 06:57
One hundred and sevendy nine (179) views and still only two other people post? Maybe I'll get a little screenshot (not that there's a point to that) and post it in the showcase where people look and respond

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xplosys
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Posted: 26th Sep 2006 17:19 Edited at: 26th Sep 2006 17:25
Much better this time.

Enemy does not respond when approached from behind until I get very close. I can shoot the enemy from behind and they don't respond.

It seems that once the enemy realizes your presence, they respond well, crouching, chasing, firing.

It's just the recognition part that needs work.

Quote: ";Can See Player

:state=1,plrcanbeseen:rotatehead=0,runfpi=airslidesubscriptsaslide_shoot.fpi,state=0
:state=1,plrdistwithin=100:rotatehead=0,runfpi=airslidesubscriptsaslide_shoot.fpi,state=0
"

You may want to include more parameters: shotdamage=, noiseheard, etc.

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

FredP
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Posted: 27th Sep 2006 02:44
I was just playing around with the beta and I noticed that too (after reading xplosys' post).
I changed the cone of vision to 360 and the script worked fine.
Now I know you're thinking nobody can see 360 degrees so I dropped it to 180.
Anybody with good periphrial (hope I spelled that right) vision has a 180 degree cone of vision so that's realistic.
And the beta worked fine like that.
And I have been playing with six,seven and eight enemies in the same area...which is the chateau prefab.
And the script worked pretty good even with that many enemies.

Airslide
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Posted: 27th Sep 2006 04:18
Thanks!

@xplosys - Ya, I just noticed that, it will take a simple update to fix it - just one line of code thanks to the sub scripts.

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Airslide
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Posted: 27th Sep 2006 04:47 Edited at: 27th Sep 2006 04:49
Free Script Pack :: Characters & Objects :: Beta 2.1
Characters now react when shot, or when player comes with in range (range extended from 100 to 200)

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Airslide
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Posted: 27th Sep 2006 06:01
I feel so neglected Sensie had all kinds of posts in it's thread and hardly anyone posts in mind except for 3 people. How am I supposed to expand on it when you people ignore me

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FredP
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Posted: 27th Sep 2006 15:37
Look at it this way.
It is the quality not the quantity of the people.
Look on the bright side.
I have seen threads where nobody has replied.
It could be worse.
It would be nice if people gave you feedback,though.

Airslide
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Posted: 27th Sep 2006 16:52
True. But it really would be nice if people replied, considering I'm giving them what they've asked for in this board so many un-countable times...

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xplosys
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Posted: 27th Sep 2006 17:06
Scripting is the red headed stepchild of FPSC. It's difficult to get right and most people are happy just to play this program like a game. If anyone gets serious about actually making a real game, they will need to get serious about scripting as well.

I am still learning what I can do and trying to learn simple modeling and texturing. Scripting was my next step, so I'm glad to have you taking care of some of the work for me. Having a background in web and software design, I understand and appreciate the idea of the subscripts and easy updates.

Thanks for your hard work on this and I assure you that I will put it to good use.

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

s4real
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Posted: 27th Sep 2006 17:10
Airslide ive been testing your Ai and they have been very good and this now work's very well.


You could look at it this way about nobody posting is there no major problems so people dont have a real reason to post.

People tend to post problems than say thanx or good work.

Nice work keep it up.
Airslide
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Posted: 28th Sep 2006 00:59
Well, in that case, off to varations!

So far I've decide to work on:

Aggresive (Takes Advantage of Player's Weakness, Fast Shooting ect)
Cowardly (Falls Back when Hit too Much)
A&C Combo (Aggresive actions and cowardly actions)

Bot (Uses waypoints and special spawning system to create a multiplayer type game in Single Player)

Any body else got any good ideas?

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FredP
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Posted: 28th Sep 2006 01:48
How about if an enemy runs out of ammo it does a melee attack?
And,under certain cirucmstances,if an eenemy gets too low on health it heals itself to a certain point but maybe only a certain amount of times.
I just came up with an idea for a script myself...
I'll check to see if it works first.

Airslide
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Posted: 28th Sep 2006 04:55 Edited at: 28th Sep 2006 04:55
The problem with melee attacks, although easily possible, is the animation. Since V1 removed some nice little animations that were in the EA version it's not as easy. The heal thing MIGHT be possible, I have to check to make sure it has a command to heal an entity...

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FredP
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Posted: 28th Sep 2006 06:19
There are some melee scripts in the scripts forum.
I am not sure how the animations look,though.

torti
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Posted: 28th Sep 2006 09:59
Hi airslide.

I have tested your ai and it works pretty nice, good job and thank you!!
The only problem i discover is, that sometimes the char. walking animation runs, but he does not move, even when he is in the middle of a room. i dont know if thats a script or a fpsc problem.
i use the german version, wich is pretty buggy.

torti

Bicos aim dschreman, mai inglisch is not so well
Airslide
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Posted: 28th Sep 2006 17:02
The german version is diffrent?

I always thought they just replaced the language bank and such with germal equivelents, but maybe not. The editor and such might have needed changes...

Anyway, I'll look into the problem. Did you turn off physics and set always on to TRUE? IF you didn't that probally would happen. If you did it's probally a bug and I'll look into it.

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FredP
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Posted: 28th Sep 2006 17:25
I haven't had that problem and I have been testing this with seven enemies in the Chateau.
They have had no problem finding me and/or chasing me down.

Airslide
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Posted: 29th Sep 2006 03:13
Weird...

torti, are you using the latest Update of FPSC? How about you FredP? Course it could be the german version thing, or the update or something... Are you guys running in build game or test game?

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Zaibatsu
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Posted: 29th Sep 2006 04:18
I think FredP should cut down on the "Grin" smileys! there one in all but two of his posts in this thread.

the script stuff look good by the way.

_Ken sent me
FredP
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Posted: 29th Sep 2006 04:37 Edited at: 29th Sep 2006 04:41
I am using v1.03 RC2 or whatever the very latest version is called.
I have run it in a test game and a built game.
I have 7 enemies in the Chateau prefab.
They all have the general standard script and all have different weapons.
The physics are off and the always active is set to on.
And I have changed the code of vision to 180 degrees.
There are four enemies on the first floor and three on the second.
They all chase me down and try to kill me.
As soon as I find a place to host it I will post a link to the level.
My site is down at the moment.

Edit:That grin smiley is my signature way of ending my posts.

Airslide
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Posted: 29th Sep 2006 05:01
Okay, cause I want to see what your doing diffrent from torti. So that's a good idea

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FredP
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Posted: 29th Sep 2006 05:03
Here is the link to the game.
Butter fingers made the flamethrower and s4real did the retexture on the colt .45.

http://www.savefile.com/files/115839

Note:The automed works.You just have to be right in front of it for it to work when you press ENTER.

Have fun!

Airslide
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Posted: 29th Sep 2006 05:37
I played it, only bug I found myself was if I'm right up against them they don't see me...hmm...

Also, in case you didn't know, some of those sounds you have in there sound like they are from Call of Duty, so carefull about selling games

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FredP
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Posted: 29th Sep 2006 05:57
All of the sounds in the game are stock FPSC except for the flamethower's...as far as I know.
When I get done making my game I am going to release it for free.
I am happy with the way your scripts are working and I can't wait for the finished product.
You are doing a great job with your scripts and I appreciate the contribution that you are making to the FPSC community.

Airslide
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Posted: 29th Sep 2006 06:22 Edited at: 29th Sep 2006 06:28
Uh - are you sure you didn't install the FPSF sound pack or something? Those definetly aren't stock sounds (exept for a few, like the MP40).

And when I was looking through the credits, you kinda have my name twice -not literaly, but in a way - you have Conner94 AND Airslide, I'm both

By the way, what did you use that I provided when my name was still Conner94? I can't think of anything off hand...

EDIT: You did use the FPSF sound pack...

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FredP
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Posted: 29th Sep 2006 07:04
Yeah.I just realized I had installed the soundpack when you posted it.I had forgotten.
The first thing I used that you posted was the mod you made for the FPSC shotgun....which is sweet.
It is nice to know somebody read the credits.

Airslide
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Posted: 29th Sep 2006 16:59
Ohhh ya.....I even made an EXE mod that let you load shell by shell, which I think I'll do again, along with other weapon upgrades, when they release the source to V1.03


Also - for another object script, how bout a portable medkit that when picked up, it shows a medkit icon on the hud, and you press 'h' or something and it gives you health whereever you are? It could have a limit of 3 or 1 use(s) or something.

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FredP
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Posted: 29th Sep 2006 19:50
That would be cool.

white eagle0
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Posted: 30th Sep 2006 22:47
Airslide can you make the bot hide if he got shot to many times...?



and also can the bots act like the ones in COD2 Like Hide And when being shot at take cover and when shot to many times takes out a pistol or what ever weapon he has and trys one last time to hit the player before he dies?
torti
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Posted: 1st Oct 2006 13:56 Edited at: 1st Oct 2006 13:58
HI Airslide.

Sorry for being late, havent got much time the last days to visit the forum.
I am using the original version of fpsc only with the update from ???? (the one thats neccesary for sensei ai - dont remember the name yet, sorry.)
I have changed everthing according to the manual.
I have played around a little, and this bug only appeares with your ai, but not always. Sometimes it works, sometimes not. It a weird world!
Perhaps i can post a fraps video of it, if you need it.
But it seems that i am the only one with this problem, so it can be
my german version.
And yes, its different to the englsh one:
- green blood
- no bump map support or any other shader
- no bullet holes in segments or entities
- no blood splats on the walls from enemies
- smaller manual
- and quite a few more bugs as it seems

greets

torti

Bicos aim dschreman, mai inglisch is not so well
Airslide
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Posted: 1st Oct 2006 18:54
Quote: "And yes, its different to the englsh one:
- green blood
- no bump map support or any other shader
- no bullet holes in segments or entities
- no blood splats on the walls from enemies
- smaller manual
- and quite a few more bugs as it seems
"


Ah, yes, that's right, germany is a bit more strict, isn't it?

It could be empty's mod, I beleive it has some bugs that V1 or the updates don't (not his fault). I think you can activate your bullet holes and stuff though - try going into the main folder and find the 'setup.ini' file. Try changing 'useweapons' to 1 if it is set to 0. Though if they didn't include the bullet holes in the files, then this might crash it. Not sure.

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Airslide
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Posted: 3rd Oct 2006 07:02
I'll have the portable health script done for the next beta, possibly some AI fixes and another 'varation'. Any other ideas?

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xplosys
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Posted: 3rd Oct 2006 16:36
Some kind of a keycode script for entering access codes. Instead of pressing enter on a switch to open a door, you actually have to enter the access code.

(which you would have to learn or find somewhere in the game)

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: 4th Oct 2006 01:03
Okay, that's not hard to do, though the user will have to customize a bit, I'm sure that's no big deal

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Airslide
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Posted: 4th Oct 2006 05:57
I'm now working on the FIRST WORKING VEHICLE SCRIPT. It currently has limited functionality but the player can get in a move about. Kinda weird though, as if you use the humvee your under it

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FredP
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Posted: 4th Oct 2006 07:12
Good.Maybe this will make people happy.
I know a lot of people want to use vehicles in their games.

Airslide
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Posted: 4th Oct 2006 16:46
Ya, that's what I thought, the vehicle script is going to be the perfect way to get attention

To test it well, I'm using a teleporter named 'Humvee'. The object you drive HAS to be named 'Humvee' at the moment.

Oh, FredP, would you like to test the script?

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xplosys
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Posted: 4th Oct 2006 18:02
This would be a major step if you can get it working. People have been talking about this since the beginning.

Best of luck and keep us up to date.

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

FredP
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Posted: 4th Oct 2006 18:45
Quote: "Oh, FredP, would you like to test the script?"


Yes.I would like to.Thanks.

Airslide
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Posted: 12th Oct 2006 07:00
Okay, I'm sending you the script in a minute, though you just appear in it wether you like it or not, I haven't gotten it so you get in and out

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