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 / I think I may have solved the problem of sneak attacks...

Author
Message
Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 23rd Dec 2006 17:00 Edited at: 23rd Dec 2006 18:17
If someone could tell me what animation is the dying one, I think I can finish my code that will allow the player to instantly kill any enemy he attacks from behind.

EDIT: I'm attaching the script I've been using. It will let you kill an enemy from behind with one hit but the only problem is he just vanishes and his gun stays where he was holding it. If someone could correct it so he dies then fades I would be very grateful, and so would most ppl here I think lol



Your signature has been erased by a mod
Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 24th Dec 2006 02:52
no, this script actually makes it so the player can kill an enemy that cant see him in one hit. I've tested it on an enemy with 500 health. when he could see me it took a good 8 hits to kill him, when he couldnt it only took one.

Your signature has been erased by a mod
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 24th Dec 2006 19:05
plrcannotbeseen,shotdamage=10:animate=11,destroy,runfpi=fadecorpse.fpi

there are some un-neccessary commands in there dude. the command
"Destroy"
will run whatever FPI is in the character's "Destroy" field.

the command

will run the fadecorpse.fpi

why not run the command "runfpi=destroy\leavecorpse.fpi"

the problem you'll run into is this: you cannot subtract health from a character entity. Therefore you cannot make the guys health=0
the playing of the die-fall-loop lying animations is hard coded to the engine for when health=0. Check the destroy scripts, none of them refer to the death animations. You'll need to call the animations in sequence (look at the code for playing a reload anim) as opposed to trying to make the anim play by calling a new script

oh yeah... where you typed
Quote: "runfpi=fadecorpse.fpi "

you didn't type the full file reference, so it won't run that
Quote: "command. you need
runfpi=destroy\fadecorpse.fpi"


Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 5th Jan 2007 12:57
*bump*

Still havent been able to figure out which animations to call in order to make the character seem as though he's dying. Anyone have any ideas?

Your signature has been erased by a mod
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 5th Jan 2007 15:47
it depends what you want.

there's die forwards, backwards, left and right

Here's what I would suggest.

OPen the character model in milkshape, find the exact frames for the death animation you want, and specify this as a new animation in the FPE. So like at the end of all the other animations in the FPE it'd read something like

anim92=112,126

then in the script you'd just be like

:state=0,plrcannotbeseen,shotdamage=1:animate=92:state=1
:state=1:runfpi=destroy\leavecorpse.fpi

Inverted
18
Years of Service
User Offline
Joined: 19th Nov 2006
Location: Oregon
Posted: 5th Jan 2007 18:27
This is just a suggestion but if you are having problems with getting the enemies health to 0,
there must be a command to increase your weapon damage, instantly killing him,
just a theory but it might work,

-inverted

Opposites are different, not wrong
Urlforce Studios
18
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 5th Jan 2007 21:41 Edited at: 5th Jan 2007 21:42
Hey Butters I sent you a script like this awhile ago. Did you check it out?

Inverted try this.


Let me know if you can get the animation to stop

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 6th Jan 2007 02:00
easy, stop it with
runfpi=leavecorpse.fpi

Urlforce Studios
18
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 6th Jan 2007 07:39

I tried the above but to no avail. :S is there something I missed?

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 6th Jan 2007 17:13
I dont have milkshape butters, but since the attack would be from behind I'd want to trigger the animation for them dying and falling forwards. If you or someone else with milkshape could tell me which animation that is I'd be very grateful

Your signature has been erased by a mod
Urlforce Studios
18
Years of Service
User Offline
Joined: 16th Oct 2006
Location:
Posted: 6th Jan 2007 22:44
Foxhound, the animation is 14. Check out my script. Hkt enter when you are behind to have them fall.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Astrojazz
17
Years of Service
User Offline
Joined: 2nd Jan 2007
Location: The Dark Forest Beyond the River
Posted: 7th Jan 2007 23:47
Is it working yet? This would be really awesome! Add a stealth elemnt to some games if some implemented "hearing" into enemies.

Boom.
Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 9th Jan 2007 15:22 Edited at: 9th Jan 2007 15:24
butters, I tried that but all that happens is the enemy disappears and his shadow stays on the ground.

Your signature has been erased by a mod
Foxhound7
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 9th Jan 2007 16:32
How can I open a .x file in MS3D? I'm trying to check those animations on my own but I can't even open the file.

Your signature has been erased by a mod
tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 9th Jan 2007 21:57
you need a plugin to open an X file in ms3d. if u want to just check the frames then get the actuall ms3d skeleton which is somewhere on these forums.

Woot Kingdom hearts owns!
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 10th Jan 2007 01:16
The dying animation, along with all other animations, is in the manual. (Look for impact [back/left/forward/right] )

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 10th Jan 2007 01:47
ok, here's a way. open the FPE and cut the references down to 3.
(im gonna just write the name of the animation, you will need to find which anim in the FPE is the right one, for example, for static, the manual may say it's anim1, so look in the FPE and find anim1, it may then say 20,45. copy the numbers into your new character FPE, as anim 1)

anim1=static
anim2=dying (already established as anim14)
anim3=weapon use static. (called something like "weapon idle" in the manual.)

ok so now you have a normal character FPE, except it only uses 3 animations.

the script for the character must read SOMETHING LIKE :


This is just off the top of my head. give it a go.

Astrojazz
17
Years of Service
User Offline
Joined: 2nd Jan 2007
Location: The Dark Forest Beyond the River
Posted: 10th Jan 2007 04:51
did anyone test the above script? does it work? if so, cue fireworks and drunken celebration in 3... 2...

Boom.

Login to post a reply

Server time is: 2024-11-27 01:17:51
Your offset time is: 2024-11-27 01:17:51