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Wasp Mod V2 - Versione stampabile

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+---- Discussione: Wasp Mod V2 (/thread-Wasp-Mod-V2)

Pagine: 1 2


Wasp Mod V2 - friskon - 20-12-2010

[Immagine: waspmodv2.jpg]

UPDATE - 25/06/2011 (compatibile con Update 1.18 final relase)

Third Official public beta http://www.gamefront.com/files/20476534/waspv2+Free+RC2.zip
Dowload Manuale: http://www.jimjamsgames.yolasite.com/resources/WASPmodV2%20manual.pdf

Fixed build game V1.18 bug.

The file contains everything you need to run WASPv2, there's a readme explaining the new features. Just make sure all of the folders go into the right place. Any problems or comments, please post here. Enjoy.

Features
As we don't want to become a mod with hundreds of promised features that don't ever show up we'll only be showing complete additions. Anything listed below is complete.

10%-80% Speed increase, system dependent. Lower end machines should see greater increases.
Greater control over entity culls, allowing for a tailored feel
Extra gunspecs - Attach flashlights to weapons and create gravity guns
Improved multiplayer - FPSC IP 4.0 - Thanks to knrxb, more to follow
Additional maths commands - Abs, Rnd and Randomize
Improved control over player keys - enable/disable keys for effects
Additional scripting commands for improved variable use.
Additional DARK AI scripting - find team members, enemies and allies.
Additional entity control scripting commands
Improved RAWTEXT scripting - add text and variables to existing RAWTEXT
Compass - Thanks to knxrb for the use of his code for this.
Body Armour
Weapon slot selection
Lemur V2 - Deathmatch and Team Deathmatch
Crosshair on/off
Limb Scaling and mutation
Radar with directional facings
Plus a few odds and ends.


Credits

The Scene Commander - Main Developer
S4Real -Developer
Zeza - Beta Tester and contributer
Gencheff - Beta Tester and contributer
BlackFox - Beta Tester
Bruce3371 - Beta Tester

Thanks to Kerryb for the original WASP mod logo.

Special thanks for reporting bugs for 'Speedier' mod
Soviet176
Bruce3371


RE: Wasp Mod V2 - David - 20-12-2010

ottima mod, ho seguito ogni suo passo di sviluppo, consigliata a chi ha pc pacchi


RE: Wasp Mod V2 - Zapetino - 20-12-2010

molte grazie la proverò


RE: Wasp Mod V2 - friskon - 20-12-2010

certo non è la project blue, ma ha il 50% delle features della Pb, ed è gratis...


RE: Wasp Mod V2 - xlsheriklx - 20-12-2010

Noo frisk mi hai preceduto la stavo proprio per postare xD comunque è stupenda ed ha anche l'acqua e la torcia per le armi..wooow sbav :Q____
Features

Speed increases. Depending on your system you can expect between 10%-80% increase over the original engine. For those of you with lower end machines, you'll see increases at the higher end of the scale.

FPSC IP 4.0 for improved multi-player gaming, thanks to Knxrb.


New Scripting Commands -


This mod uses a new culling system, enabling greater control over the look and performance of your games.

Cullmode=x where

0=Use global standard culling FPSC culling.

1=Use WASP culling and access cullstate commands.


Cullstate= x

x=0, use full culling on object, this is the default
x=1, use standard FPSC culling on object
x=2, Always show if on screen, can be thought of as SHOWOBJECT
x=3, Always hide regardless of range, can be thought of as HIDEOBJECT
x=???? cull object at ??? distance, object within 150 automatically displayed regardless of this value, unless hidden by CULLSTATE=3

New flashlight commands..

WASP mod V2 features two new types of flashlight or torch. The first is controlled purely by script and is based upon the player position.


Flashlighton =turn on player flashlight from player cam
Flashlightoff=turn off player flashlight from player cam
Flashlightrange=range of player flashlight from player cam
Flashlightred=red element of player flashlight from player cam
Flashlightgreen=green element of player flashlight from player cam
Flashlightblue=blue element of player flashlight from player cam

The second form of flashlight add a new series of Gunspec commands offering similar features but allowing the light to be emitted from a hand held weapon. For example, a pistol with an attached flashlight, a flashlight itself, used as a mellee weapon, etc.

Gunspec flashlight/torch additions.


IsTorch=x 1=weapon has a flashlight attached
TorchKey=x scan code of key to toggle flashlight on/off
TorchRange=weapon flashlight range
TorchRed=Red Element of weapon flashlight
TorchGreen=Green Element of weapon flashlight
TorchBlue=Blue Element of weapon flashlight

Gunspec - Gravity gun.

Gravitygun=x where x equals the range of the gravity gun. Left click nudges objects, right click picks them up.


New Math commands.

Randomize =x, randomize the random seed from the timer.
Rnd X or Rnd variable name x = Produce a random number between 0 and x and add to either the current default local/global variable or to specified variable name.
Abs X or Abs variable name = force current local/global or name variable to positive.

New keyboard commands.

These commands allow control over the control keys. By default they are all set to 1 for enabled. Some users may find these useful for controlling player movement for special effects.


walkkeys=x, enable the walk movement keys
arrowkeys=x , enable the arrow keys for movement
crouchkey=x ,enable the crouch key
jumpkey=x, enable the jump key
peekkeys=x, enable the peek keys

You can use a compass in your games - with thanks for the code going to knrxb


Compasson = Turns on the compass
Compassoff= Turns off the compass
CompassX = Compass x cordinate.
CompassY = Compass y cordinate
Compassspin = Sets the compass to spin
Needlespin = Sets the needle to spin

There are a series of new commands to add to your control over variables.

Push = Empty or name$ : Pushes either the current used variable or the named variable onto a reverse polish notation stack
Pop = Empty or name$ : Pops the top number from the stack and places it in current variable or named variable
AddRawText = String, Adds the string to the current RawText file
AddRawVar= Empty or name$, adds either the current variable or the named variable to the RawText file.

You can also add body armour to your player.

Armon = x 1=Turn on body armour, 0=No body armour, damage is deducted from armour before health.
SetArmx=x, X cord of the armour display
SetArmy=x, Y cord of the armour display
SetArm=x, Sets body armour value to X
ArmInc=X, add X to your current body armour
ArmDec=X, subtract X from your current armour.

New AI commands - Wasp mod offers a number of commands which give greater access to your AI's.

enemywithin=x y - X is the team whose enemies you want to find, Y is the distance
enemyfurther=x y - X is the team whose enemies you want to find, Y is the distance
allywithin=x y - X is the team whose allies you want to find, Y is the distance
allywithin=x y - X is the team whose allies you want to find, Y is the distance
teammemberwithin=x y - X is the team you want to find, Y is the distance
teammemberfurther=x y - X is the team you want to find, Y is the distance
entitywithin=x y - X is the name of the entity, Y is the distance within
entityfurther=x y - X is the name of the entity, Y is the distance further
entityinzone=x y - X is the name of the entity, Y is 0 or 1, 0 is not in zone, 1 is in zone

Weapon slot selection - forces weapons to a set slot
Crosshair=X 1=on, 0=off
Limb Scaling and mutation - See manual in download
Radar with directional facings- See manual in download
Plus a few odds and ends.

Multiplayer Features.

Support for FPSC IP 4.0
Lemur V2 - Deathmatch and Team Deathmatch-

Dowload Manuale: http://www.jimjamsgames.yolasite.com/resources/WASPmodV2%20manual.pdf
Raga ma con la 1.17 non worka?? uffà..mi ha dato errore..


RE: Wasp Mod V2 - friskon - 20-12-2010

dalla 1.18 dovrebbe funzionare... mai testata, ho la project blue, non penso userò altre mod.


RE: Wasp Mod V2 - xlsheriklx - 20-12-2010

lol friskon al PB quanto costa? xD


RE: Wasp Mod V2 - friskon - 21-12-2010

28 dollari, ma questa mod fa quasi tutto quello che fa la PB


RE: Wasp Mod V2 - David - 21-12-2010

(21-12-2010, 12:19 AM)friskon Ha scritto: 28 dollari, ma questa mod fa quasi tutto quello che fa la PB
25 euro asd


RE: Wasp Mod V2 - xlsheriklx - 21-12-2010

Si comunque avevo sbagliato mod xD per sbaglio ho messo la snake ke questa ora la sto testando...vi faccio sapere se va sulla 1.17


RE: Wasp Mod V2 - xlsheriklx - 21-12-2010

Allora ecco qua dopo 2 ore di test ho capito come fare xD

IsTorch= 1
TorchKey= 35
TorchRange= 100
TorchRed= 255
TorchGreen= 255
TorchBlue= 255

Allora il primo valore ci dice se l'arma ha una torcia impostare su 1
il secondo valore è la lettera da usare per attivare la torcia (è off di default) nel mio caso 35 è h
il terzo valore indica il raggio 100 (1 cella) 200 (2 celle) e cosi' via..
gli ultimi 3 valori sono il colore della torcia mettendo 255 a tutti e tre si ha una colorazione bianca

Ma dove va inserito? allora vi faccio un esempio

Per chi possiede la M9VLISE di EAI

[Immagine: m9vlise.png]

Aprite il gunspec nel gamecore/gun/EAI/M9VLISE
e troverete questo!
Codice:
;M9VLI SE 9mm v2.0 weapon spec
;Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2007-2009
;errant_ai@yahoo.com
;Enhanced for AirMod 0.6+ and Ply's Mod 1.07+ - iron sight anims, slidelock and tactical reload anims, melee anims, empty state anims, single hand anims for asymmetric dual wield.

;GUN Model File Requirements
;GUN Settings
MUZZLECOLORR    = 252
MUZZLECOLORG    = 150
MUZZLECOLORB    = 54
muzzleflash    = 4
muzzlesize    = 15
brass        = 4
smokedecal    = gunsmoke
damage        = 20
damagetype    = 1
scorchtype    = 1
reloadqty        = 15
accuracy        = 3
zoomaccuracy    = 10
range        = 2000

;GUN Visuals
textured        =
effect        = effectbank\BumpCubeReflectAlpha\BumpCubeReflectAlpha.fx
transparency    = 0
weapontype    = 1

;GUN Sounds
sound1        = fire.wav
sound2        = reload.ogg
sound3        = cock2.ogg
sound4        = putaway.wav
fireloop        = 2000

;HUD muzzleflash position
horiz        = 0
vert        = 0
forward        = 0
alignx        = 3.5
aligny        = -1.5
alignz        = 22

;HUD animation frames list
keyframe ratio = 1
select        = 50,58
idle        = 277,302
move        = 302,326
start fire        = 62,62
end fire        = 63,66
;manual chamber reload (mp9/10 style)
;reload        = 81,150
;slidelock reload
reload        = 581,639
;tactical reload
;reload        = 640,690
putaway        = 152,159

;HUD sound frames list
soundframes    = 10
sframe0        = 51,4
sframe1        = 85,2
sframe2        = 130,3
sframe3        = 485,2
sframe4        = 524,3
sframe5        = 585,2
sframe6        = 629,3
sframe7        = 644,2
sframe8        = 135,3
sframe9        = 402,4

;AirMod Settings
nofullreload    = 1
chamberedround    = 1
runy        = -1.5
gunlagspeed    = 10
gunlagxmax    = 3
gunlagymax    = 3
recoily        = 20
recoilyreturn    = 95
recoilx        = 2
recoilxreturn    = 90
zoomwalkspeed    = 0.5
zoomturnspeed    = 0.2
zoomgunlagspeed    = 3
zoomgunlagxmax    = 1.5
zoomgunlagymax     = 0.5
zoomrecoily    = 30
zoomrecoilyreturn    = 97
zoomrecoilx    = 2
zoomrecoilxreturn    = 94
zoomalignx    = 0
zoomaligny    = -0.5
zoomalignz    = 18
simplezoom    = 1
simplezoommod    = 0
simplezoomacc    = 2
simplezoomx    = 0
simplezoomy    = 0
simplezoomspeed    = 7
simplezoomanim    = 1
simplezoomflash    = 1
zoomto        = 180,187
zoomfrom        = 188,194
zoom idle        = 210,238
zoom move    = 239,261
zoom start fire    = 262,262
zoom end fire    = 263,266

;PLY's MOD GUN Settings
;candualwithoneweapon = 1
candual        = 1
dual_select    = 401,409
dual_idle        = 410,438
dual_move    = 835,858
dual_start fire    = 462,462
dual_end fire    = 463,466
dual_reload    = 481,540
dual_putaway    = 552,560
dual_to        = 388,393
dual_from        = 394,399

;EXTRA ANIMATIONS
;alt empty state with slide locked (unsupported)
;alternateisray    = 1
;altdamage    = 30
;altdamagetype    = 3
;altreloadqty    = 0
;altiterate        = 0
;altrange        = 65
;altrecoily    = -120
;altrecoilyreturn    = 70
;altrecoilx    = 5
;altrecoilxreturn    = 80
;altfrom        = 582,639
;altto        = 692,693
;alt start fire    = 704,719
;alt end fire    = 720,740
;alt start fire 2    = 760,765
;alt end fire 2    = 766,778
;alt idle        = 779,804
;alt move        = 805,829
;alt reload    = 82,150
;alt select    = 742,750
;alt putaway    = 751,758
;melee with slide foreward (unsupported)
;powerwhip
;start        = 11,26
;end        = 27,47
;quickwhip
;start        = 161,166
;end        = 167,179

alla fine del codice aggiungete questo

Codice:
;M9VLI SE 9mm v2.0 weapon spec
;Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2007-2009
;errant_ai@yahoo.com
;Enhanced for AirMod 0.6+ and Ply's Mod 1.07+ - iron sight anims, slidelock and tactical reload anims, melee anims, empty state anims, single hand anims for asymmetric dual wield.

;GUN Model File Requirements
;GUN Settings
MUZZLECOLORR    = 252
MUZZLECOLORG    = 150
MUZZLECOLORB    = 54
muzzleflash    = 4
muzzlesize    = 15
brass        = 4
smokedecal    = gunsmoke
damage        = 20
damagetype    = 1
scorchtype    = 1
reloadqty        = 15
accuracy        = 3
zoomaccuracy    = 10
range        = 2000

;GUN Visuals
textured        =
effect        = effectbank\BumpCubeReflectAlpha\BumpCubeReflectAlpha.fx
transparency    = 0
weapontype    = 1

;GUN Sounds
sound1        = fire.wav
sound2        = reload.ogg
sound3        = cock2.ogg
sound4        = putaway.wav
fireloop        = 2000

;HUD muzzleflash position
horiz        = 0
vert        = 0
forward        = 0
alignx        = 3.5
aligny        = -1.5
alignz        = 22

;HUD animation frames list
keyframe ratio = 1
select        = 50,58
idle        = 277,302
move        = 302,326
start fire        = 62,62
end fire        = 63,66
;manual chamber reload (mp9/10 style)
;reload        = 81,150
;slidelock reload
reload        = 581,639
;tactical reload
;reload        = 640,690
putaway        = 152,159

;HUD sound frames list
soundframes    = 10
sframe0        = 51,4
sframe1        = 85,2
sframe2        = 130,3
sframe3        = 485,2
sframe4        = 524,3
sframe5        = 585,2
sframe6        = 629,3
sframe7        = 644,2
sframe8        = 135,3
sframe9        = 402,4

;AirMod Settings
nofullreload    = 1
chamberedround    = 1
runy        = -1.5
gunlagspeed    = 10
gunlagxmax    = 3
gunlagymax    = 3
recoily        = 20
recoilyreturn    = 95
recoilx        = 2
recoilxreturn    = 90
zoomwalkspeed    = 0.5
zoomturnspeed    = 0.2
zoomgunlagspeed    = 3
zoomgunlagxmax    = 1.5
zoomgunlagymax     = 0.5
zoomrecoily    = 30
zoomrecoilyreturn    = 97
zoomrecoilx    = 2
zoomrecoilxreturn    = 94
zoomalignx    = 0
zoomaligny    = -0.5
zoomalignz    = 18
simplezoom    = 1
simplezoommod    = 0
simplezoomacc    = 2
simplezoomx    = 0
simplezoomy    = 0
simplezoomspeed    = 7
simplezoomanim    = 1
simplezoomflash    = 1
zoomto        = 180,187
zoomfrom        = 188,194
zoom idle        = 210,238
zoom move    = 239,261
zoom start fire    = 262,262
zoom end fire    = 263,266

;PLY's MOD GUN Settings
;candualwithoneweapon = 1
candual        = 1
dual_select    = 401,409
dual_idle        = 410,438
dual_move    = 835,858
dual_start fire    = 462,462
dual_end fire    = 463,466
dual_reload    = 481,540
dual_putaway    = 552,560
dual_to        = 388,393
dual_from        = 394,399

;EXTRA ANIMATIONS
;alt empty state with slide locked (unsupported)
;alternateisray    = 1
;altdamage    = 30
;altdamagetype    = 3
;altreloadqty    = 0
;altiterate        = 0
;altrange        = 65
;altrecoily    = -120
;altrecoilyreturn    = 70
;altrecoilx    = 5
;altrecoilxreturn    = 80
;altfrom        = 582,639
;altto        = 692,693
;alt start fire    = 704,719
;alt end fire    = 720,740
;alt start fire 2    = 760,765
;alt end fire 2    = 766,778
;alt idle        = 779,804
;alt move        = 805,829
;alt reload    = 82,150
;alt select    = 742,750
;alt putaway    = 751,758
;melee with slide foreward (unsupported)
;powerwhip
;start        = 11,26
;end        = 27,47
;quickwhip
;start        = 161,166
;end        = 167,179

IsTorch= 1
TorchKey= 35
TorchRange= 100
TorchRed= 255
TorchGreen= 255
TorchBlue= 255

Salvate il tutto e testate Smile fatemi sapere a me worka alla grande unico problema..l'arma non si illumina non so perchè xD cmq per un ottima visione consiglio TorchRange= 500
Ps ragazzi worka anche con la v 1.17 final..


RE: Wasp Mod V2 - Tax78 - 21-12-2010

Ottimo, ci voleva la luce tipo squadra swat.

Grazie appena posso provo Wink


RE: Wasp Mod V2 - xlsheriklx - 22-12-2010

già tax unica pecca? sembra che accendi una lampadina..xD non è un facio di luce...


RE: Wasp Mod V2 - xlsheriklx - 22-12-2010

Raga ora ci resta solo di scoprire le altre risorse xD


RE: Wasp Mod V2 - Riddick - 28-12-2010

Perfetto, questa mi servirà °-°


RE: Wasp Mod V2 - xlsheriklx - 15-01-2011

Ragazzi qualcuno ha scoperto qualche funzione in più?? io solo la torcia e non riesco a capire come collocare le armi negli sloth io le seleziono ma nel test game le armi si mettono come le prendo anche perchè ho notato che c'è sempre un doppione...allora ho pensato e se uno si riferisce al gamecore e l'altro all'entità? boh non lo so e poi? le altre funzioni? quelle multy? xD


RE: Wasp Mod V2 - Alche - 15-01-2011

questa mod è bellissima per pc pacchi si intende pc nabbi xD?


RE: Wasp Mod V2 - xlsheriklx - 17-01-2011

Si tipo il mio (in questo momento..xD)


RE: Wasp Mod V2 - Tax78 - 11-04-2011

In sti giorni ho provato la "Wasp mod versione beta5", scaricabile dal forum ufficiale, ma!!! non mi sembra molto stabile, inquanto nei miei test quando andavo a modificare gli arti dei personaggi per farli apparire modificati...crash... mi si inchiodava tutto. La "Wasp mod v2 beta 5" è ok solo per la versione 1.18 beta 5, al di sopra da alcuni problemi.

Test eseguiti: ok (successo) X (fallito)
FPSC in uso = v.1.18 beta 12

Apparizione della bussola = ok (bella)
Apparizione del radar = ok (tattico, ma ti fa vedere i nemici dove sono)
Armatura = ok (ma, già c'era qualcosa di simile in giro)
Crosshair on\off = ok (utile)
Isobjective = X ( non capito come funge, sul manuale non viene spiegato bene, forse non compatibile con v.1.18 beta 12)
Player = ok (disabilitazione tasti freccie, accovacciarsi,salto e camminata, quest'ultima un po buggata, inquanto appena passi il trigger che disattiva la "W" si continua ad andare avanti senza premere un tasto)
Torcia = ok (non eccezionale)
Torcia su arma = ok (praticamente uguale a torcia solo che si attiva con l'arma, ma non parte dall'arma)
Weapon slot = X (non capito come funge, forse non compatibile con v.1.18 beta 12)
Mutazione arti = X ( fallimento totale, il computer crasha di brutto)

Per ora la disinstallo, la si riprova con versione 1.18 finita e quando la wasp mod sarà compatibile al 100% con versione 1.18.

By Tax


RE: Wasp Mod V2 - DIABLO ROSSO - 11-04-2011

omg e tutto questo free?


RE: Wasp Mod V2 - Zapetino - 11-04-2011

certamente ^^


RE: Wasp Mod V2 - Alche - 11-04-2011

grazie mille tax per il tuo "resoconto" xD


RE: Wasp Mod V2 - DIABLO ROSSO - 11-04-2011

(11-04-2011, 01:58 PM)Zapetino Ha scritto: certamente ^^

oook lo scarico subito


RE: Wasp Mod V2 - friskon - 14-05-2011

UPDATE - 14/05/2011 (compatibile con Update 1.18.14)


RE: Wasp Mod V2 - David - 14-05-2011

sto qua della wasp mod fa uscire update gia vecchi... non so quanti bug sono stati fixati con la 15 e questi fanno la compatibila 15 XD meglio di niente


RE: Wasp Mod V2 - xlsheriklx - 19-06-2011

Comunque è uscita la final relase..sembra carina dalle funzioni..xD ah ragazzi ho letto anche questa: "New Gun editing system, edit gunspecs live to build custom weapons" Qualcuno sa come funziona? xD no perchè sarebbe comodo editare il gunspec in game anzichè riavviare ogni volta un livello asd


RE: Wasp Mod V2 - Tax78 - 19-06-2011

E si!! sarebbe bello, appena ho tempo faccio una prova.


RE: Wasp Mod V2 - xlsheriklx - 19-06-2011

Tax ho un prob quando uso la wasp mi crasha fpscreator..o.O (prima mi dava un errore di mancata DLL ora ho installato .net 4.0 silverlight e c++ e non mi da questo errore) come risolvo?


RE: Wasp Mod V2 - Tax78 - 19-06-2011

ehehehe bho! mai successo Huh


RE: Wasp Mod V2 - xlsheriklx - 20-06-2011

Nessuno sa come risolvere quindi?? Sad