Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Civilians run and alert guards?

Author
Message
Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 23rd Dec 2006 04:00
Is there a way to script it so an enemy with the Coward script would run away from u on waypoints, through a trigger zone, and spawn guards to come attack you?

Your signature has been erased by a mod
Candle_
18
Years of Service
User Offline
Joined: 29th May 2006
Location: kindergarten
Posted: 23rd Dec 2006 10:50
No don't think so.


MY FPSC FILES
filya
18
Years of Service
User Offline
Joined: 23rd Aug 2006
Location: USA
Posted: 23rd Dec 2006 20:04
I think you can, but maybe I am wrong.
If you can script a bit, try this algorithm for the civilian script:

1. If plr can be seen, act coward and go to next waypoint
2. reach next waypoint and then activate if used

Of course, you if used field will contain the names of your enemies to spawn.

-- game dev is fun...but taking up too much time --
Nalle Karhu
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Finland
Posted: 23rd Dec 2006 22:37
That would be nice script. Then you have to shoot civilians if they see you!
Gamz
18
Years of Service
User Offline
Joined: 28th Nov 2005
Location: A bubble!
Posted: 24th Dec 2006 00:57
Theres a script for the security camera that means it spawns gaurds whenever it sees you. Perhaps you could implement it in some way.

I am a manifestation of your subconscious.
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 24th Dec 2006 20:39
Quote: "Theres a script for the security camera that means it spawns gaurds whenever it sees you. Perhaps you could implement it in some way."


The one I wrote ? It can and can't be done. While the scripting commands exist to do it essentially the same way, enemies/characters do not have an If Used field. I don't THINK there is a way to have the FPI point to a specific name, but they do it with teleporters, so it may be possible.

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 24th Dec 2006 21:57
Airslide's right.
Having an ifused field for characters is something I mentioned as being essential to the updates... hope Rick et al took it on board.

Spawnin the enemies when the waypoint state is at the end of the waypoint path would be the best way...

You could even open the civilian's FPE file and make them character=0 then have them run a script that doesn't use sight, but player distance.

filya
18
Years of Service
User Offline
Joined: 23rd Aug 2006
Location: USA
Posted: 24th Dec 2006 23:59
ooops! My bad
Forgot there is no 'if used' field for characters.

-- game dev is fun...but taking up too much time --
That C++ Nerd
17
Years of Service
User Offline
Joined: 30th Dec 2006
Location:
Posted: 31st Dec 2006 04:26
FPI seems to be like HTML. I'm a C++ programmer myself. Try combining the coward.fpi script with the pace.fpi script. If you know event programming (if, then) then this should be easy. Maybe create waypoints for guards, then civilians react to the coward script. Then guards would scan for the player.

Login to post a reply

Server time is: 2024-11-23 07:36:52
Your offset time is: 2024-11-23 07:36:52