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jaikrishnan
01-18-2003, 11:37 PM
ok, how do i make the game into a fps? i know it can be de done. and one more thing i want to make a automatic gun which starts shooting at the player if he triggers it.

Maddieman
01-18-2003, 11:48 PM
To be honest, Max Payne isn't really suited to the first-person view; but anyway - here's the link to a mod that has already done it:

http://www.maxpayneheadquarters.com/dlfile.php?file_id=20

As for the gun turret thing, I presume you plan to make this in MaxEd? The problem is that there aren't any messages you can use to make a do aim at the player - at least, I don't think there are. The way the helicopter worked in the game was to loop a do animation which constantly spawned a bullet projectile. The animation itself moved in a way which guaranteed the bullets to sweep the entire room.

The way I'd do it, if I was really intent in getting this to work properly would be to create the gun as an enemy character. You could then get the enemy to aim and fire at the player without moving. Obviously, you'd have to model the gun and reanimate it - which is probably more work than you actually want.

You're best bet is just to create a gun dynamic object and get it to sweep the entire room.

Maybe one of the mappers will be able to come up with some better ideas...

jaikrishnan
01-19-2003, 02:48 AM
Now i realise how to make the game into a fps. your i idea to make a turret is ok, but is it possible to make the enemy use the turret- or maybe even the player. first, i model the turret and add a floating fsm which launch,s a bullet projectile every time a triiger is activated by the enemy or player but the main problem will be the aiming. anybody with a brigth idea? and also are you the one made kung fu mod? it is really superb.

RealNitro
01-19-2003, 04:49 AM
What if you fill the room with character-collide-triggers? That way the gun can know exactly where the player is...

The main problem will be to get the animation nice and smooth images/icons/smile.gif , but it might work.

You will need a different animation from each trigger to all the triggers around it.
Must be quite a challenge, fighting an immortal enemy images/icons/wink.gif .

[ 01-19-2003, 04:54 AM: Message edited by: jens ]

Kev_Hectic
01-19-2003, 08:04 AM
Originally posted by jens:
What if you fill the room with character-collide-triggers? That way the gun can know exactly where the player is...

The main problem will be to get the animation nice and smooth images/icons/smile.gif , but it might work.

You will need a different animation from each trigger to all the triggers around it.
<font size="2" face="Verdana, Arial">Grrrr! you stole my post Jens! graemlins/tinyted.gif images/icons/smile.gif
I was thinking of posting the exact same thing before I scrolled down and read yours.

Must be quite a challenge, fighting an immortal enemy images/icons/wink.gif .<font size="2" face="Verdana, Arial">Are you talking about the turret being immortal if you made it in MaxED? I think it is possible to give a DO hit points and just hide the gun turret and replace it with one that looks broken down when the hit points reach zero. Or am I wrong?

Originally posted by jaikrishnan:
but is it possible to make the enemy use the turret- or maybe even the player. first, i model the turret and add a floating fsm which launch,s a bullet projectile every time a triiger is activated by the enemy or player but the main problem will be the aiming. anybody with a brigth idea? <font size="2" face="Verdana, Arial">Not sure, But it might be possible to make one that can be used by Max (I dunno about enemies). But you would have to make it the same way custom weapons/items are made, by making it in a program like studio 3D max, Milkshape or whatever and inserting it into the game like a weapon. Although I don't know if there will be problems with Max making the item disappear by trying to pick it up and put it in his inventory when you switch guns?

...a portable turret might be cool however images/icons/grin.gif

As for making one that can be used by Max in MaxED, could you add an action button that changes the turret to different positions when Max pushes it? It might not be very accurate though since the directions you could aim to will be limited. Not sure what you could do about making the gun fire turn off and on at will though? I don't think you could add that command in the same trigger that aims the gun, unless you put another trigger beside it.

And here's a question. If you make a gun that slowly rotates from left to right and right to left again with repeating animation, could you tell it to stop at the exact position you want it to when you press an action trigger? It might give you more control over aiming.

Also as for enemies that can use turrets, maybe you could just make it look like an enemy is controlling a gun just by having him stand behind it and not move. Although it might look stupid if you kill the enemy and see the gun still firing with out him, unless you can get the gun to stop firing after the enemy is dead. I don't know if you can or not.

Maddieman
01-19-2003, 09:25 AM
and also are you the one made kung fu mod? it is really superb. <font size="2" face="Verdana, Arial">Nope, but I'm sure Ken will appreciate the comment. images/icons/smile.gif

RealNitro
01-19-2003, 10:58 AM
Grrrr! you stole my post Jens!
<font size="2" face="Verdana, Arial">I finally posted something usefull then images/icons/grin.gif

Are you talking about the turret being immortal if you made it in MaxED? I think it is possible to give a DO hit points and just hide the gun turret and replace it with one that looks broken down when the hit points reach zero. Or am I wrong?
<font size="2" face="Verdana, Arial">No your're right, it is possible. I just thought it would be kinda funny if an 'immortal' turret started firing at Max. Would be kindof a frustrating situation. images/icons/cool.gif

Although it might look stupid if you kill the enemy and see the gun still firing with out him, unless you can get the gun to stop firing after the enemy is dead. I don't know if you can or not. <font size="2" face="Verdana, Arial">Putting a command in the enemy's 'ondeath'-tab will do the trick.

Maddieman
01-19-2003, 11:04 AM
I just thought it would be kinda funny if an 'immortal' turret started firing at Max. Would be kindof a frustrating situation <font size="2" face="Verdana, Arial">A bit like the helecopter then...

RealNitro
01-19-2003, 11:23 AM
Originally posted by Maddieman:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial"> I just thought it would be kinda funny if an 'immortal' turret started firing at Max. Would be kindof a frustrating situation <font size="2" face="Verdana, Arial">A bit like the helecopter then... </font><hr /></blockquote><font size="2" face="Verdana, Arial">Yup
Max'd have to dance his leggs off images/icons/grin.gif

tommulder
01-19-2003, 02:17 PM
well id make the emeny turret a guy (in milkshape) and then

this->c_keeporientation to player(%d);

so you can kill it aswell, ud have to make some new anims tho...

then on death make a DO of the gun part...

when player collides he can pick up the gun as a weapon....

hide the gun DO, unhide a player_collision wall around him and get a trigger so the player can press action button to....

do_gun->DO_Hide(false);
player->C_Removeallweapons(the ones u wana keep);
character_collision_wall->DO_Hide(true);

mebbe that works i duno i lost concentration during that... images/icons/grin.gif