Topic: Answer this.

Do you guys have anough people to make this mod, or are you all just to buisy to look at the newer applications?  I keep checking my e-mail for anything now, but i would apperiate it if you at least let me know if i have a chance of getting even alittle bit experience. heck, you can send me a little problem in the code, and i'll try to debug it.

Proud to be Canadian

Re: Answer this.

Whats your real name? i'll check if we got an app from you


Edit:  are you Michael Schlueter ?

If so, a coder was supposed to get in contact with you

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Answer this.

At this crucial point in time Mike we are in need of people with the essential "no how". Now thats not saying you arent capable, we are just in some very specific testing phases whereby we cannot afford to carry anyone.

I would suggest and this goes for anyone wanting to apply to the team at this present time, that if you are wanting to join try persevering with some tutorials, try some coding projects of your own showcase them and then submit. If anything changes in the near future then we will be post.

http://www.fsmod.com/img/xero_ani.gif
Quote: Lafs1984 "He can't say no to an Ewok"
http://dickscab.com/fuckd/the_force.gif

Re: Answer this.

yes, i'm Michael Schlueter.  And I'll send some of the code i was working on at home.

Proud to be Canadian

Re: Answer this.

here is some code.

Rem Game demo
rem By Mike Schlueter

hide mouse

rem Varies
playerx#=0
playery#=-50
playerz#=0
Jumping=0
walking=0
stance#=10
InShip=0
foot=1

rem Media

rem Character
MAKE OBJECT SPHERE 1,50: position object 1,playerx#,playery#,playerz#
make object box 2,10,50,10: position object 2,playerx#,playery#,playerz#

rem make ship
load object "Ship/Fighter.x",3: scale object 3,10,10,10: position object 3,-270,-35,100
yrotate object 3,180
fix object pivot 3

rem Ship
load object "Ship/Ship.x",4: scale object 4,11,11,11 :position object 4,0,0,0

rem Space
load object "space station/ss.x",5: position object 5,0,0,0: Scale object 5,50,50,50

`Make sure all the objects are on ground level
`FOR Object = 1 TO 2
`POSITION OBJECT Object, OBJECT POSITION X(Object), OBJECT SIZE Y(Object)/2,OBJECT POSITION Z(Object)
`NEXT Object

`Add limb for intersection checks
MAKE OBJECT SPHERE 9999,10
MAKE MESH FROM OBJECT 1,9999
DELETE OBJECT 9999

add limb 1,1,1

`Front Intersection Limb
ADD LIMB 1,2,1
OFFSET LIMB 1,2,0,0,OBJECT SIZE Z(1)/2
HIDE LIMB 1,2

`Back Intersection Limb
ADD LIMB 1,3,1
OFFSET LIMB 1,3,0,0,-OBJECT SIZE Z(1)/2
HIDE LIMB 1,3

`Right Intersection Limb
ADD LIMB 1,4,1
OFFSET LIMB 1,4,OBJECT SIZE X(1)/2,0,0
HIDE LIMB 1,4

`Left Intersection Limb
ADD LIMB 1,5,1
OFFSET LIMB 1,5, -OBJECT SIZE X(1)/2,0,0
HIDE LIMB 1,5







Rem Mainline

rem start loop
do

`Screen FPS
FPS=SCREEN FPS()
TEXT 0,0,"FPS: "+STR$(FPS)

`Movement Controls
if foot=1
   IF KEYSTATE(17)=1
      XAngle#=OBJECT ANGLE X(1)
      XROTATE OBJECT 1,0
      MOVE OBJECT 1,2
      XROTATE OBJECT 1,XAngle#
      `Walk=1
   endif
   IF KEYSTATE(31)=1
      XAngle#=OBJECT ANGLE X(1)
      XROTATE OBJECT 1,0
      MOVE OBJECT 1,-2
      XROTATE OBJECT 1,XAngle#
      `Walk=1
   endif
   IF KEYSTATE(30)=1 then MOVE OBJECT LEFT 1,1
   IF KEYSTATE(32)=1 then MOVE OBJECT RIGHT 1,1

`Mouse Camera Movement
Camy#=Camy#+MOUSEMOVEX()*.1
Camx#=Camx#+MOUSEMOVEY()*.1
IF Camx#>90 AND Camx#<135 THEN Camx#=90
IF Camx#>270 AND Camx#<225 THEN Camx#=90
YROTATE CAMERA Camy#
XROTATE CAMERA Camx#
YROTATE OBJECT 1,Camy#

endif

`Define variables for lag reduction
X#=OBJECT POSITION X(1)
Y#=OBJECT POSITION Y(1)
Z#=OBJECT POSITION Z(1)
SX#=OBJECT POSITION X(3)
SY#=OBJECT POSITION Y(3)
SZ#=OBJECT POSITION Z(3)

`Camera Positioning
POSITION CAMERA X#,Y# + stance#,Z#
position object 2,X#,Y#,Z#

rem enter vehicle
if keystate(18)=1
   InShip=1
   foot=0
endif

if InShip=1
   joystick=1
   SRY#=0
   SRX#=0
   Jumping=0
   walking=0
   Jump=0
   walk=0
   glue object to limb 1,3,1
   offset limb 1,1,0,3,2
   `position camera SX#,SY#,SZ#
   `set camera to object orientation 3
   `move object 3,10
   if upkey()=1
      pitch object down 3,joystick
      xrotate camera -joystick
      `dec SRY,joystick
   endif
   if downkey()=1
      pitch object up 3,joystick
      xrotate camera joystick
      `inc SRY,joystick
   endif
   if leftkey()=1
      roll object left 3,joystick
      yrotate camera -joystick
      `dec SRX,joystick
   endif
   if rightkey()=1
      roll object right 3,joystick
      yrotate camera joystick
      `inc SRX,joystick
   endif
   `Mouse Camera Movement IN SHIP
   `SCamy#=SCamy#+SRY*.1
   `SCamx#=SCamx#+SRX*.1
   `YROTATE CAMERA SRY
   `XROTATE CAMERA SRX

   rem Get back position of object for camera
      pitch object up 3,5
      move object 3,-8
      position object 1,object position x(3),object position y(3)+8,object position z(3)
      move object 3,10
      pitch object down 3,5

   rem Place camera and set orientation to object
      position camera object position x(1),object position y(1),object position z(1)
      set camera to object orientation 3

endif



rem *       *
rem * STANCE*
rem *       *

rem 'C'=45 controls or 'ctrl'=53
if keystate(200)=1 then stance#=8
if keystate(200)=0 then stance#=20

rem *       *
rem * JUMP  *
rem *       *

`Space key Controls
IF SPACEKEY()=1 AND Jumping=0 THEN Jump=1

`JUMP Variable Definition
IF Jump=1
Jump_Speed#=1
Jumping=1
Jump=0
ENDIF

`Jumping
IF Jumping=1
DEC Jump_Speed#,.1
POSITION OBJECT 1,X#,Y#+Jump_Speed#, Z#
ENDIF

rem
rem Walk
rem

`walk Variable Definition
IF Walk=1
Walk_Speed#=1
Walking=1
Walk=0
ENDIF

`walk
IF Walking=1
DEC Walk_Speed#,.1
POSITION OBJECT 1,X#,Y#+Walk_Speed#, Z#
ENDIF



`Add a target reticule to the screen
CIRCLE ScreenWidth#/2,ScreenHeight#/2,5

` *                                                            *
` * Check for collision with objects, and handle appropriately *
` *                                                            *

`Ground Intersection Check
IF INTERSECT OBJECT (4,X#,(Y#-OBJECT SIZE Y(1)/2),Z#,X#,Y#,Z#)>0
   Jumping=0
   Walking=0
   If KEYSTATE(17)=1 or KEYSTATE(31)=1 or KEYSTATE(30)=1 or KEYSTATE(32)=1 then Walk=1
   ELSE
   IF Jumping=0
      Jumping=1: Jump_Speed=-1
      Walk=0
      If KEYSTATE(17)=0 and KEYSTATE(31)=0 and KEYSTATE(30)=0 and KEYSTATE(32)=0 then Walk=0
   ENDIF
ENDIF

`Front Intersection Check
IF INTERSECT OBJECT (4,LIMB POSITION X(1,2),LIMB POSITION Y(1,2),LIMB POSITION Z(1,2),X#,Y#,Z#)

`If intersection infront, move the user backwards
MOVE OBJECT 1,-2
ENDIF

`Back Intersection Check
IF INTERSECT OBJECT (4,LIMB POSITION X(1,3),LIMB POSITION Y(1,3),LIMB POSITION Z(1,3),X#,Y#,Z#)

`If intersection behind, move user forwards
MOVE OBJECT 1,2
ENDIF

`Right Intersection Check
IF INTERSECT OBJECT (4,LIMB POSITION X(1,4),LIMB POSITION Y(1,4),LIMB POSITION Z(1,4),X#,Y#,Z#)

`If intersection to the right, move the user left
MOVE OBJECT LEFT 1,1
ENDIF

`Left Intersection Check
IF INTERSECT OBJECT (4,LIMB POSITION X(1,5),LIMB POSITION Y(1,5),LIMB POSITION Z(1,5),X#,Y#,Z#)

`If intersection to the left, move user right
MOVE OBJECT RIGHT 1,1
ENDIF






rem end loop
sync
loop

Proud to be Canadian

Re: Answer this.

Want me to send an other program

Proud to be Canadian

Re: Answer this.

I think something more relevant might be what they are looking for. No idea though - I'm only a peon tongue