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FPSC Classic Scripts / Making a Camera Spawn Guards (Tutorial + Script)

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Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 26th Nov 2006 00:31
The script is in the download. This tutorial will allow you to spawn guards when the player gets in range of Bond's camera. If the player shoots it (and destroys it) first, then the guards won't be spawned.

Now for the tutorial:

First off, build a basic room. Place Bond's camera somewhere in it, away from the player's spawn point. Configure the camera to look like this, make sure it's using my script:


Place a guard and configure the settings circled in the image:


Some good things to do are to make the guard spawn out of view, and place waypoints leading to the camera so he'll get to the player.
Like this:


And there you go!

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xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 26th Nov 2006 00:45
Nice. I think I'll add an alarm sound to it.

Thanks.

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

Airslide
20
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Location: California
Posted: 26th Nov 2006 01:00
I considered that, but I had already posted the tutorial and was too lazy I think there is an alarm sound that comes with FPSC that you could use...

filya
18
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Location: USA
Posted: 26th Nov 2006 02:03
Nice work again Airslide. Thank you for this!

-- game dev is fun...but taking up too much time --
Nickydude
Retired Moderator
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Posted: 26th Nov 2006 02:15
That's great! Could I possibly add it to my guide?


Airslide
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Posted: 26th Nov 2006 03:48
Sure Nicky, just remember to credit me

FredP
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Location: Indiana
Posted: 26th Nov 2006 04:00
Nice...
Something to add to the exploding floors and other stuff in my game.
Another stroke of genius,Airslide.
Thanks.

Airslide
20
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Location: California
Posted: 26th Nov 2006 04:04
Ah, it was nothing really. Took me all of 5 minutes

It does come in handy though, and I think would do excellent in AE's Agent 10 level...

Silent Thunder
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Joined: 6th Feb 2006
Location: The Ship
Posted: 26th Nov 2006 04:22
Quote: "Ah, it was nothing really. Took me all of 5 minutes"

That's why you are a genius.

thanks again for the script.

Airslide
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Location: California
Posted: 26th Nov 2006 04:28
Thanks

MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 26th Nov 2006 06:46
very good. you may want to change your name to The Master Scriptor. lol. Thanks for yet another cool script.


http://www.mk83productions.com http://www.freewebs.com/mk83
Candle_
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Location: kindergarten
Posted: 26th Nov 2006 11:26
Thanks Airslide, looks like a good one to have.
Shadow Blade
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Location: United Kingdom
Posted: 26th Nov 2006 17:09
Thanks airslide I will use it when I get Some model packs at christmas. It would go well with the search light in model pack 2.

Shadow Fire Games - Master the game -
Airslide
20
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Location: California
Posted: 26th Nov 2006 19:03
I guess the searchlight works too - Though if you put it up too high it won't work.

Thraxas
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Posted: 27th Nov 2006 00:11
Thanks Airslide... this is excellent

'Dawn of the Fallen Angel' coming soon(ish)...
rolfy
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Posted: 27th Nov 2006 04:49
Thanks very much for this.
Airslide
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Posted: 27th Nov 2006 05:34
FINALLY some people are saying 'thank you'!

Butter fingers
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Posted: 27th Nov 2006 13:39
Very cool.

The ways of the FPI-Force are strong in this one....



the programmer
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Posted: 28th Nov 2006 15:23
Your work is astonishing

cheers
Airslide
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Posted: 28th Nov 2006 16:20
Thanks guys

Gam3r
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Posted: 29th Nov 2006 00:47
thanks have some coffee

The Beta Cell Website
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Baily
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Posted: 29th Nov 2006 02:02
Cool! Though can I ask something: How do i get an enemie to follow a waypoint? What Script?
Airslide
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Posted: 29th Nov 2006 03:00
The standard ai main script 'pace' does the job

Funny - you have the same name as my science teacher

Credz_42
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Posted: 29th Nov 2006 16:41
cheers airslide i'll be using that script in an up cuming game of mine

p.s the stargate game is a good idea
FredP
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Posted: 30th Nov 2006 07:49
This script can be used for any animated entity.
To use it with any non animated dynamic entity you can just remove the first line of the script with the animation command in it.
But you still have to follow Airslide's instructions to get it to work.

Gam3r
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Posted: 2nd Dec 2006 06:57
i know most of you are capable of this but here is the same thing on dooruse

i named this doorspawnememy.fpi


Use the same settings on the right click and if you use waypoints to get to your player from out-of-the-room place pace.fpi is good (kills player and uses waypoints.)

Just for some people that didn't know

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Foxhound7
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Posted: 20th Dec 2006 00:44
I tried it but the enemy wont spanw. I set his spawn at start to no and spawn after delay to yes but he wont spawn...any ideas?

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Airslide
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Posted: 20th Dec 2006 01:09
Is the ifused field in the camera set correctly? Are you using my camera script in the 'main' feild? Does the enemy have the same EXACT name as the ifused field on the camera?

Foxhound7
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Posted: 20th Dec 2006 01:12
I fixed it, the camera was set too far back into the wall

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