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FPSC Classic Scripts / How to keep hands from damaging certain things

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Foxhound7
18
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Joined: 19th May 2006
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Posted: 8th Dec 2006 16:30
Ok, I was wondering if it would be possible to fix it so the player couldn't break boards or other hard thigns without the use of a weapon like an axe or something, because as is, you can just keep hitting something with the fists until it breaks and I was hoping to make it so the player would need to aquire a weapon to get past a few of the obstacles in my game.

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xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 8th Dec 2006 16:55
You'll have to play with the weapons (fists) and objects settings. Adjust the damage settings in the weapons gunspec.txt down and the strength of the object up in the editor settings.

Best.

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

Foxhound7
18
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Joined: 19th May 2006
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Posted: 8th Dec 2006 19:01
I thought about that, but I want the player to be able to punch enemies and hurt them, and if I drop the power of the fists then they cant. Besides, eventually the player would be able to deal enough damage to break the boards, I'm trying to fix it so he can never break them without an actual weapon. Thanks anyway for the idea man

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vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 8th Dec 2006 22:28
i have a really weird theory:

1. have the entity starting with it's collision off and in a trigger zone.
2. the weapon is in a trigger zone that, when you go in it, you pick up the weapon at the same time as an invisible entity is associated with the player and follows the player.
3. use the 'entity within zone' condition so that when you step into the trigger zone near the entity;

I. the associated entity following you disappears
II. the entity in the trigger zone will turn its collision back on so that it can get damaged.

therefore the weapon will destroy it, but the fists won't at first because the collision is off, get it???

this is only a wild theory, and would probably tke a lot of trial and error to get working, but hey, it's an idea

so what's the job?
Foxhound7
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Posted: 8th Dec 2006 22:41
wow...that's complicated...lol...but I guess I can try sumthing like it.

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filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 8th Dec 2006 23:25
creamster....it wont work if :

the player picks up the weapon, but switches to hands as weapon. Then, even though the player is using fists, he will still break the entity.


leaving aside whether this can actually be made easily...

-- game dev is fun...but taking up too much time --
vorconan
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Joined: 4th Nov 2006
Location: Wales
Posted: 9th Dec 2006 00:11 Edited at: 9th Dec 2006 00:12
@ filya

it was only an idea, i was expanding the ideas in which people may come up with to solve this problem, if this was a completely absurd remark then i apologise

ps. when a player picks up a machine gun, i think they would most probably use that instead of their fists, anyway, this scenario can't be completely impossible. You have seen butter fingers' tank right, about 2 months ago we would all have expected an upgrade to be in place that allowed that sort of scripting, but no, butters' did it, even though he is an absolute genius with this program <i hope he's watching now, the mighty butter fingers!!!>

so what's the job?
filya
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Joined: 23rd Aug 2006
Location: USA
Posted: 9th Dec 2006 05:53
creamster. No reason to apologize man
Your idea was good...I just thought of a scenario where it wont work, thats all.

Also, ofcourse anything is possible. Just that it would be too much trouble scripting all that for a very minor thing like that.

-- game dev is fun...but taking up too much time --

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