Product Chat / FPE Reference

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GoDevils
10
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Joined: 24th Sep 2014
Location: Arizona USA
Posted: 12th May 2015 23:36
Back in the Reloaded days there was a few pages available that explained some FPE commands.

I can no longer find this file, but it seems time that GG began to develop some reference materials on FPE commands, the common functions of global.lua, as well as the AI_ scripts.

It is so frustrating to spend hours on something, and then find that some unknown FPE command would have worked.

When can we expect such reference material???



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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 13th May 2015 00:28 Edited at: 13th May 2015 00:29
Things are in a constant state of change right now. So getting some info into written form can become obsolete over night.

Most fpe file commands are pretty straight forward, with the exception of the new ones, which actually have been posted multiple times when people ask.

// Transparency Modes
// 0 - first-phase no alpha
// 1 - first-phase with alpha masking
// 2 and 3 - second-phase which overlaps solid geometry
// 4 - alpha test (only render beyond 0x000000CF alpha values)
// 5 - water line object (seperates depth sort automatically)
// 6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)
// 7 - very early draw phase no alpha


rem forcesimpleobstacle This one set the collision for AI characters.
rem -1 : absolutely no obstacle
rem 0 : default
rem 1 : box
rem 2 : contour
rem 3 : full poly scan

collisionscaling = 100 Scales the collision box larger or smaller, to prevent player camera clipping thru an object.
resetlimbmatrix = 1 A function to compensate for scaled entities for after LM
Below are used for characters that do not follow waypoints.
ragdoll = 1
skipfvfconvert = 1

Definition are in the announcement for .027 or .028
cpuanims = 1
fullbounds = 1

Collisionmode are define in the pdf document in the docs folder for importing media into GameGuru.

What other info would you like to know about?
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3com
10
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Joined: 18th May 2014
Location: Catalonia
Posted: 13th May 2015 09:22
Always wonder about "material Index", is there a list than I've missed?
Metal= ?
Wood=?
Concrete=?
Glass=? and so on.

3com
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 13th May 2015 13:42
@3com:
The list is located here:
C:\Program Files (x86)\The Game Creators\SteamLibrary\steamapps\common\Game Guru\Files\audiobank\materials
File called materialdefault.txt
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ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 13th May 2015 14:13
@Pirate Myke
With that being said, is it still setup like under fpsc classic where "material index=1" is actually the first ".wav" file on the list
being the 0grass.wav (zero). And "material index=2" is 1stone.wav (#1)
best
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 13th May 2015 14:38
Some are a little different then in classic, but all seem to work right now when assigned.
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3com
10
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Joined: 18th May 2014
Location: Catalonia
Posted: 13th May 2015 16:39
I never thought this could be in audiobank folder.
While it is logical because GG assigned a sound, depending on the number of index of the material.
Thanks mike.

3com
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OS: Windows 8.1 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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