Author Topic: inFamous Playertype [Uploaded to RTB]  (Read 2123 times)

Playertype and Lightning Weapon based on the game inFamous.
inFamous Playertype v2 Blockland - PC


I am now using WM Capture which will not lag me and records better, so the next video I won't record using CRAPS. I may release this if I ever get permission from Amade for using his code for the Lightning and energy drain. Possibly in v3 you will be able to free run (climb walls and wall jump) so then if I release v3 once it is done, I must get permission from the creator of Agile Playertype. I suggest you watch the video in HD (1080p).

Since this was in Beta City since with FRAPS ACM City lagged, there were not enough places to absorb electrical power from so there were only two places in Beta City.

Note: I take no credit in any of this, only edits of code and bits of code thrown together. I also take no credit for the Energy Events used in the video.
All code for the Lightning Bolts and Drain Energy on Lightning Bolt use goes to Amade.
« Last Edit: June 20, 2010, 11:25:55 PM by Audax »

Agile player was released as a resource for other modders to work with as much as a standalone mod; all in all the default player included with it needs some tweaking anyhow. But feel free to use it.


If I get permission from Amade and give him credit, I will release this. Originally everything used to be in the server.cs. Now I have seperated it into Player_inFamous.cs, Weapon_Lightning.cs and server.cs. What should I rename the .zip and the name in namecheck.txt? Could I do Package_inFamous.zip?

EDIT: Alright I packaged it correctly, everything works except the CI. I'll check into this, meanwhile, I will also check if I have permission to release this from Amade.

EDIT: Everything works, waiting for feedback from Amade.
« Last Edit: June 20, 2010, 12:38:59 PM by Audax »

All I see is events and a healthbar.

All I see is events and a healthbar.

Only events are the energy recharge events.

Quote from: v2 Changelog
  • Lightning Bolts now drain 2 points of energy
  • Electrical Hover drains 0.5 points of energy per second
  • Over the shoulder veiw
  • Wall climbing and wall jumping
  • Faster speed for 'running' effect
  • Minor Change: Recoil effect when firing Lightning Bolts

No events. This was originially going to be events with VCE, but I did not like the way it looked, everything works better too with scripts.

Aren't lightning bolts the ones that don't use energy?

Aren't lightning bolts the ones that don't use energy?

Yeah, since that is the only weapon in the package so far I'm having it use two energy points. So with a full energy bar, you can fire fifty Lightning Bolts. Should I lower it to one so you can fire one hundred Lightning Bolts with a full energy bar?

Yeah, since that is the only weapon in the package so far I'm having it use two energy points. So with a full energy bar, you can fire fifty Lightning Bolts. Should I lower it to one so you can fire one hundred Lightning Bolts with a full energy bar?
How about infinite?


Instead, add a keybind like L so you can change to the Shockwave attack which should eat up 10 energy per attack.

Either way, add a passive energy regeneration. In the game it automatically recharged no matter what, but electricity absorbing increased health and regenerated energy faster.

I think you just added some crap from other playertypes. Its what I see.

Dooble toast


The energy weapon could also be passive, and works when you don't equip a weapon while using that playertype.



And the hover needs fixing so it doesn't PROPEL you into the air, but KEEPS you in the air longer.

Anyone ever heard of static shock? old superhero this looks just like him

And the hover needs fixing so it doesn't PROPEL you into the air, but KEEPS you in the air longer.

Originally I was using jets and editing the playerJetEmmiter to use the same emmiter for the Lightning Bolts, but that wasn't working well with the Parkour code to climb and walljump. Instead, for the Static Thrusters (Hover) I am using the parachute code. But is it possible, instead of mounting a model to a player, to mount a particle or emmiter?

Edit: Ok got it working, works just like the Static Thrusters. I just need to know how to mount a model to multiple mount points.
« Last Edit: June 20, 2010, 07:37:02 PM by Audax »