View Full Version : Fps template
ranchman20
04-22-2010, 09:44 AM
This is my simple fps system, and i wanted to see the rest of the forums opinion. For whatever reason, the guy doesn't die sometimes even if your aiming right at him.
Help and comments appreciated.
Controls, arrows move, space fires, 1 and 2 change gun.
jediaction
04-22-2010, 11:23 AM
Thats a common problem, even if yoru aiming at the guy, he wont die. You gotta program it differently
My Opinion on your game. WEll I have made many FPS Examples before and this oen is (of course) a little different. Im am working on a swithing weapon system. Your animation could be better though. The guns movment when switching should be different to
ranchman20
04-22-2010, 12:59 PM
I know its not very good, I am new, and just wanted to give out a simple system for other new guys to use.
I used a slightly different aiming system than most people, I think.
Animation is hard because whoever made the guns made them act funny when they are told to point, the front of the gun is like its side.
Ill keep at it.
Heres a problem, is there a way to make the game do something when a variable changes in any way?
jediaction
04-22-2010, 01:22 PM
Yah, some guns are made like that and...
Im sorry, i did forgot you were new. yah, you can check out my FPS projects and A-TOM studios is coming out with a game. Everyoen is so excited and there is a trailer. You can go to the website, but its currently down. That game has top programming and walking animations and sound effects. I found the coolest way to make shooting a gun with sound. A machine gun, its never before seen and the demo is coming out 2-3 weeks. The first 5 to sign up on the page get the demo a week before anyone. Then the rest get it. Again, look at my FPS examples to get ideas
A-tom STORM official trailer (http://aodb.sixserve.net/Trailer.a2w)
This is the trailer
ranchman20
04-22-2010, 03:16 PM
Thanks.
The animation will be annoying because I have already made a system for weapon changing. And its simple but not very cool.
Guess ill have to redo that
King Gamer(gorit)
04-22-2010, 03:57 PM
I am not suprised there animation isues because many modeling programs have difrent systems to map polys making the direction diffrent on each.
jediaction
04-22-2010, 08:04 PM
Thanks.
The animation will be annoying because I have already made a system for weapon changing. And its simple but not very cool.
Guess ill have to redo that
I made a really really realistic weapon swithicng system. It will be released later with something special from A-TOM studios
ranchman20
04-23-2010, 09:27 AM
new question, Im working on a backstab kinds animation sequence, where if your within distance to a guy you get behind him and stab him, but i dont know how to use vectoring.
How should i do this?
Dameria
04-23-2010, 09:34 AM
It depends on if you want it to be an automatic sequence like a cinematic thing, or a regular knifing attack like in Call of Duty (basically if it will definately kill them 1 hit like an assassination or if it will just be an attack that could be initiated at any time and possibly miss). Either one would be equally difficult, so you decide.
ranchman20
04-23-2010, 09:45 AM
I think i figured it out, Its cinematic style, and what i did is attached a sphere to the enemy's back, so the camera goes to the sphere instead of the guy directly.
Now another question, how would i make it so that i don't have to script every enemy i stab? I need to just be able to approach any guy and do it.
In Resident Penguin, he had a target system, I don't know how to do that.
Dameria
04-23-2010, 09:49 AM
Well its hard to explain, it would be a lot easier if I just did it for you. You also don't need the sphere on his back, there is another way to make it so you dont need a sphere for every enemy. Instead of a sphere just have your character set point of view to enemy in 0 seconds and then move backwards like 2 meters, then initiate the stab cinematic. You can use lists for targeting of all enemies, but just focus on one enemy right now.
ranchman20
04-23-2010, 10:27 AM
I tried your idea and had the same problem as before, the camera enters the ground then goes to the right position.
The sphere method works better, for me at least.
jediaction
04-23-2010, 10:31 AM
You have to program them all individually but not with different events. THere can be methods and X used that methods form. I could do a back stabbing example for you. Do you want me to do it when i have time
Dameria
04-23-2010, 10:32 AM
Well I'm just saying that you are going to have to have a lot of different spheres for each enemy. You can fool around with the camera settings also, for instance if it goes into the ground, you can try adding a Do Together and make the camera move up 5 meters or so. It takes a while to get it just right.
jediaction
04-23-2010, 10:35 AM
i guess?
Dameria
04-23-2010, 10:41 AM
Theres no need to make a separate if/else statement for every backstab, you can have the same method run just on different enemies by using lists.
ranchman20
04-23-2010, 10:42 AM
Well I'm just saying that you are going to have to have a lot of different spheres for each enemy. You can fool around with the camera settings also, for instance if it goes into the ground, you can try adding a Do Together and make the camera move up 5 meters or so. It takes a while to get it just right.
Again i tried that and i i still fell through the ground and then didn't move.
1 sphere for each enemy isn't too bad right?
And jediaction, I would very much appreciate an example, thanks.
jediaction
04-23-2010, 10:47 AM
I will be bale to do it at 10:30 if not, 3:00, sorry. Ill get it done when i can, if someone else made an example first, then ill leave it buti know how to do it already
Dameria
04-23-2010, 10:51 AM
If you want I can make an example of what I am talking about. You can post the world and I can implement it into your world and just call it something else. From there you can either decide to keep it or go back to what you were originally going to do, and jediaction can help you.
I can just put a (1) at the end of the world name, and if you don't like how I did it you can just delete it and use the spheres.
ranchman20
04-23-2010, 11:00 AM
ok,
I love this forum, everyone is so helpful and i dont get comments on how annoying i am.
Arrows move, get close to the guy and press space to slash his neck.
He doesn't die because i haven't figured a system for each guy dying yet, so he just stands there.
jediaction
04-23-2010, 11:07 AM
Sorry, i gotta go, Ill do it when i get back
And your not annoying. I love helping people in thsi community especially new comers. Just ask and i will help
ranchman20
04-23-2010, 11:18 AM
Sweet.
Ive seen how fast some of you guys fix up other peoples games, its kind of scary.
Dameria
04-23-2010, 11:31 AM
I'm fixing yours right now. you only have 1 enemy, but I will incorporate a list and some other things. Also I will make it so that you cannot walk away while assassinating someone, and I'm making the assassination a lot less choppy and faster.
Dameria
04-23-2010, 12:15 PM
Ok I fixed some stuff and made the assassination faster. I also took away that sphere and just made a method that should run for everyone that you put inside the world.enemies list. Whenever you make a new enemy make sure to put him in that list. Tell me what you think:
ranchman20
04-23-2010, 01:01 PM
Your making me look bad, Thanks.
ok new problem, I duplicated the sheriff to see if i could add him to the list too, but when i try to select him in the list menu, nothing happens.
Dameria
04-23-2010, 02:39 PM
What do you mean? You have to go to "world" on the objects list and then go to Properties or wherever you see the variables and click next to "enemies". It should bring up the list, and then you can just add a new object to the list and assign Sheriff2 to the list.
ranchman20
04-23-2010, 02:52 PM
I understand that, If i select something with no subparts it works, but when i select the sheriff, it just sits their locked up and if i click off the screen goes back to normal, without the object?
Dameria
04-23-2010, 02:54 PM
Maybe its because I used subparts in the Assassinate method. It should be able to recognize another sheriff though, it has the same subparts as the other sheriff.
jediaction
04-23-2010, 02:55 PM
Hey, im back and this is my example. Its without a list but you can just set simple variabels to make this work for all enemies
ranchman20
04-23-2010, 02:59 PM
thanks, heres my problem, i select the objects in the world box, a screen comes up, i click new, i drop down, select the entire sheriff2, then it just stops until i click of the drop down, then it reverts to the pop up without change. but it works when i use say a cube or triangle.
and on the back stab thing, an error occurs if i click anything?
Maybe I have the wrong alice?
jediaction
04-23-2010, 03:08 PM
You need to have Alice 2.2 to use 2.2 variables
Dameria
04-23-2010, 03:08 PM
Ok I fixed the world. It had a small problem because it was killing all of the objects in the list at the same time, but I just made it so that the closest enemy would be the only one that is assassinated. Tell me if it works for you:
And no jediaction, you don't need Alice 2.2 for 2.2 variables. Alice runs off of Java, and Java can read the variables the same on 2.2 as it is on 2.0, thats why most 2.2 worlds can be run on Alice 2.0. Alice 2.2 is basically the same things except with more options and a better design, but it should be backwards compatible.
ranchman20
04-23-2010, 03:13 PM
Ill try downloading it, i have 2.07 at the moment, and jedis game isn't working, not to mention all the bugs i constantly get.
Dameria
04-23-2010, 03:14 PM
Yeah, download 2.2 and then redownload my game, it should work.
jediaction
04-23-2010, 03:59 PM
Ill try downloading it, i have 2.07 at the moment, and jedis game isn't working, not to mention all the bugs i constantly get.
You need 2.2
ranchman20
04-26-2010, 11:01 AM
Ok i downloaded it, and most levels you give me still don't work?
I am going to go insane.