Scripts / [STICKY] AmenMoses scripts land fill thread.

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AmenMoses
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Posted: 14th Sep 2018 17:02
In response to popular demand (i.e. the bloke that asked is quite popular) I will start filling this thread post with links to all my 'stuff' that has accumulated around here over the last few years so people can find it more easily.

I'll also use this thread to post any useful little scripts that I may have lying around that others may find useful.

First though a disclaimer: Some of these scripts were developed some time ago, since which GameGuru has 'evolved' somewhat. If you find any that do not work as advertised with the latest version of GG please send me a PM and I will endeavour to fix it.

My rewrite of DVader's Body script : https://forum.game-guru.com/thread/219891

Physics library tutorial : https://forum.game-guru.com/thread/219758#msg2601608

Sprite based fonts library : https://forum.game-guru.com/thread/219811

Driveable Truck : https://forum.game-guru.com/thread/219729

Improved ai_viewanimations.lua : https://forum.game-guru.com/thread/219262

Fun with board games : https://forum.game-guru.com/thread/219163

DIY 'Moonlander' thingy : https://forum.game-guru.com/thread/219125

Zones using waypoints : https://forum.game-guru.com/thread/218470

Hidden Object game script : https://forum.game-guru.com/thread/218548

Whacky Racers scripts walk-thru : https://forum.game-guru.com/thread/218283

Gun Turrets : https://forum.game-guru.com/thread/218176


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Duchenkuke
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Posted: 14th Sep 2018 19:02
finally a thread for all your great work. Awesome idea !
Pirate Myke
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Posted: 14th Sep 2018 21:19
Excellent. Thanks.
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JPH-GAMES
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Posted: 15th Sep 2018 06:49
A big thank you AmenMoses, will facilitate the research, very precious .

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Bod
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Posted: 4th Oct 2018 23:41 Edited at: 5th Oct 2018 12:36
@AmenMoses

Has your pickuppable script changed with the newest PP ? I hadn't loaded the level I use it on since the recent update until today and now it's gone back to when I had a problem before, if the player has a weapon then carries something and tries to rotate it with the right mouse button the weapon is re-selected and the player movement is locked, I tried restarting GG and also restarting my computer but it still does it. I posted here because the original thread is locked.
AmenMoses
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Posted: 5th Oct 2018 00:23 Edited at: 5th Oct 2018 00:35
No but the gameplayercontrol.lua may have done. I'll check on my end to see if I have the same problem.

Try this.
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Bod
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Posted: 5th Oct 2018 10:19
Thanks that's fixed it, I assume it will be overwritten with each update so I will keep a copy of this one in a separate folder.
Bod
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Posted: 5th Oct 2018 14:09 Edited at: 5th Oct 2018 14:23
There are now other problems with pickuppable, as happened a while ago sometimes after carrying something the player can no longer jump and if you pick something up then throw it using E + LMB onto another entity like a floor the object you throw is launched into the sky at great speed.


AmenMoses
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Posted: 5th Oct 2018 18:21 Edited at: 5th Oct 2018 18:23
Yes, not sure what causes the over reaction on collision, will have to hunt though the GG code to figure that one out! But it isn't actually shooting off the map as you imagine, Lee put a 'fix' into the engine at some point which automatically destroys any objects with health of 0, the pickuppables script contains collision detection for thrown objects which forces their health to zero on collision (so that for example exploding entities will explode when thrown at something). So your thrown object is being destroyed by Lee's 'fix'.

To fix this you can comment out the line
SetEntityHealth( P.ObjectToEntity( thrownObj ), 0)
in the script but obviously thrown objects will no longer explode!

The line is in the function CheckThrowCollision() btw.

The jumping thing should also be fixed by that as it is due to the entity not being around anymore to reenable jumping!
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Bod
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Posted: 5th Oct 2018 19:37
It isn't being destroyed, it comes back down to earth eventually but it's quite a long wait and quite a distance from where it was originally lobbed, in my WIP game I stumbled across it further into the level and in the test map I saw it drop in the distance after I stopped recording, I then made it heavier and it came down sooner and closer to the player.
AmenMoses
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Posted: 5th Oct 2018 20:42
Interesting, when I tried it it got destroyed. Hmm, can't explain that one, what weight have you got set on it when it does that?
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Bod
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Posted: 5th Oct 2018 21:50
Physics weight 300, it still goes a long way but doesn't take as long to come back down, if you try it indoors it hits the ceiling and drops back down.
AmenMoses
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Posted: 6th Oct 2018 11:56
Are you using the latest Beta? I can't replicate it my end but then realised I'm running my own local build so maybe it was something in the Beta that caused it?
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Bod
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Posted: 6th Oct 2018 13:57
No, I'm running the latest Public Preview.
AmenMoses
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Posted: 6th Oct 2018 16:32
Curious, I can't replicate it, I wonder if it has something to do with the entity you are throwing it at, what is that in the video?
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Bod
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Posted: 6th Oct 2018 18:05 Edited at: 6th Oct 2018 18:42
It does it with every entity I try, if you throw it against a wall it also flies off somewhere, I'm also getting the can no longer jump after carrying something error but that only happens on occasion, especially if I have used a weapon beforehand or tried to jump when carrying something, none of this happened with the previous version of GG, it's only since the updated AI PP, throwing isn't essential for me so I have made a version of your script and set throwEnabled to false but I'm still sometimes having problems jumping.
AmenMoses
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Posted: 6th Oct 2018 19:02
Hmm, okay. I'm in the middle of a rewrite of the pickuppables anyhow, plus I'm tinkering in the engine with mass/force calculations in various places, hopefully in the next week or so I'll be pushing the results of my efforts and all will be a lot better.
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Bod
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Posted: 6th Oct 2018 21:46
I'll look forward to it, thanks for the help.
AmenMoses
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Posted: 3rd Nov 2018 10:55
Attached is a new script for Bod's buttons.
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Flatlander
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Posted: 5th Nov 2018 21:29
Thanks for this thread.
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igormm77
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Posted: 6th Nov 2018 00:29
Thank you very much, everything works.
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igormm77
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Posted: 8th Nov 2018 07:05
Sorry for disturbing
Where can I get a simple driving script?
Your script that you put on this forum is very good, but for me it is complicated - I recently worked with GameGuru. Can I have a top view and control?
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AmenMoses
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Posted: 8th Nov 2018 19:44
It does have 'top view' or at least a 3rd person style view.
Press the Q key to switch from first person to third person.
Change the values tpZoff and tpYoff to change the camera position.
In the AttachPlayer function change the '25' value (in two places) to alter the 'look-down' angle.
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igormm77
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Posted: 9th Nov 2018 00:12
Yes, I know, but it does not work for me.
I took the finished model and redid it (I cannot model it myself yet ¯ \ _ (ツ) _ / ¯ )
Maybe I'm doing something wrong?
(I haven’t changed the wheel and steering coordinates yet - I don’t know what they look like with the car)

For some reason, I don’t get any scripts with cars - neither yours, nor taxis, nor the movement of wei-points, I can’t make the car move. They either do not work, or turn blue and jump.

thank

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igormm77
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Posted: 9th Nov 2018 00:28
No, no, I apologize for the trouble ... I attached the wrong folder ((
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igormm77
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Posted: 9th Nov 2018 06:15
Sorry, here is the correct model.

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AmenMoses
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Posted: 9th Nov 2018 11:00
You need to pop your model into a 3d app and scale and position it correctly.

Currently in the fpe file you have a scaling factor of over 2000, as the scripts need to use the scaling factor to figure out where to put the wheels etc that is why it will not work.

The origin for the vehicle body needs to be in the centre of the rear axle with the front of the model in +ve Z.


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igormm77
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Posted: 10th Nov 2018 00:09
Understood, thanks, I will try
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