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FPSC Classic Scripts / Script Challenges

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Plystire
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Posted: 11th Jul 2008 04:50 Edited at: 11th Jul 2008 04:59
Alright, since the scripting-knowhow seems to be very low in the FPSC community, I'm gonna try to knock it up another notch by challenging anyone and everyone to do certain script related tasks.

Here are the rules:

- To enter your submission for a SC (Script Challenge), follow this format:

-----------------
Submission for "Challenge Name"

+ Code Snippet
-----------------

- If your script works, then someone else must verify it.
- Where applicable, you must also note what version of FPSC you are using.
- Where applicable, you must attach any necessary media for your script to work. (HUDs, Sounds, Music) The only exception is if the media is already included with FPSC.
- ALL SCs are targetted toward NON-Mod versions of FPSC, unless stated otherwise by the Challenger.
- To submit an SC of your own, you must be the first to complete the previous challenge. So, to prevent confusion, post your submission, let someone verify it, THEN put up your challenge. The challenge you submit MUST be possible and you must already (roughly) know how to go about completing it yourself.

NOTE: Editted submissions will not be accepted as "first submissions" as people can easily post first, then edit in their submission later.


This is a learning experience. Even if someone has already completed one of the challenges, feel free to try your hand at it. I don't want to see ANY negative input from ANYONE if someone posts up a submission for an old SC. We're here to ENCOURAGE people to script, not scare them away, alright? As with programming, there can be many ways to achieve the desired results.

Moderators, feel free to join in. And please delete any posts that you feel are offensive.


I'll start this off easy with:


Script Challenge Name:
Plystire's Challenge

Goal:
Create a new script for the stock FPSC wall-mounted health unit to do the following;
- One use only
- Full Heal for the player
- Play a sound when the player recieves health
- Play a different sound when the health unit is "out"


Annnnnnd, GO!


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Clock Works
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Posted: 11th Jul 2008 04:53
Lol this might work o.0

Hollow screams echo here,smell of never ending fear,smile of chaos,burning blood,lies of misery,feel of mud.
Dar13
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Posted: 11th Jul 2008 13:39
i accept your challenge Plystire

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Dar13
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Posted: 11th Jul 2008 15:27
here is my submission for the challenge,Plystire



I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
xplosys
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Posted: 11th Jul 2008 16:23
- Play a different sound when the health unit is "out"

I understood this to mean whenever you tried to use it again, but I can see where it could mean "one time", so I would verify this script and say he's got it. Additionally, it would save on frame rate this way.

Ply, good idea.

Best.

Hybrid
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Posted: 11th Jul 2008 17:57 Edited at: 11th Jul 2008 18:42
I'll try, even though someone has entered already.



Assign the script to the medi unit entity and make it immoble.

When the player walks up and has full health, it does not heal the player, but it will remain useable until the player is healed by it. If the player's health is less that full, it will heal him, even if he leaves and comes back later. As long as the player's health is less that full, it will heal him. However, once the player's health is full and the machine is used again, the machine locks up. The player can thus, only be healed to full health capacity once, after that, it locks.

This obviously uses v1.09 or higher due to variables.

Can someone verify?

as for my Challenge:

Besides making the plysical entity or system, make a script that when the player walks close to an object, a rotating hologram appears and plays a message. After a short time, the hologram ends and vanishes, playing a sound. By object, I mean the lologram itself.

CoffeeGrunt
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Posted: 11th Jul 2008 21:08
Using Ply's Mod V1.06+, this will instantly heal the payer to exactly 100 HP, I recommend you set the player health to 100 as default, and set it's sound 0 to the heal sound, and it's sound 1 to it's used up sound:



Enjoy...

Dar13
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Posted: 11th Jul 2008 21:17 Edited at: 14th Jul 2008 22:49
Dar13's challenge
create a script so that it flickers like this script
BUT when you walk towards or away from it speeds up or slows depending on where you walk looping gets extra props.
Difficulty


I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Plystire
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Posted: 12th Jul 2008 00:59 Edited at: 12th Jul 2008 01:03
@CG:

You could do this without the use of variables, but good script anyway.

@Dar13:

Your script could use a bit of refining, but it does work under certain conditions.

1) If you use a "Press to Use" HUD, make sure it'll work no matter how many times the player approaches and leaves.
2) Some of your conditions are unneccessary.

It works, though.
I would classify your challenge as "Hard" and would recommend a bit easier challenges to keep this going, but we'll see if anyone takes it.


@Hybrid:

You should wait until someone verifies that yours was first before posting a challenge.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
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Posted: 12th Jul 2008 01:26
Sorry, I got excited.

meteorite
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Posted: 12th Jul 2008 15:16 Edited at: 12th Jul 2008 16:17
alright, I'll attempt the Dar13 challenge, need to start on my script again anyways, i dont want to be the vapourware guy lol, did u get my email ply?

-edit-
o btw, good idea for this ply, new ppl need to learn how to script... now think if lee did put a scriptable weapons feature, but no flag or starting script, that would force people to learn, eh?

-edit again-
is this just an excuse to get free scripts ply? =p

I love Jenkins forever :p
Hybrid
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Posted: 12th Jul 2008 17:49
You would really think that Ply, the scripting geniuos, would want scripts from us? LOL Just kidding. This is just a friendly competition to pass the time.

Plystire
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Posted: 12th Jul 2008 19:44
I wouldn't even say "Competition", but more of a method to get scripters thinking and working on something.

Also, no, it's not a way to get free scripts, lol, that's why the rules include "and you must already (roughly) know how to go about completing it yourself."

We're just challenging each other is all. It's kinda like "I give you a puzzle and when you beat it, then you give ME a puzzle."


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
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Posted: 12th Jul 2008 23:39
I was actualy about to post a tutorial on how to make a realistic hologram including the textures, scripts, and entities. However, I decided to make it a scripting challenge instead.

meteorite
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Posted: 13th Jul 2008 00:24 Edited at: 13th Jul 2008 00:29
wow, i give lol, AI scripting is tough work....

I didnt even get to the shoot script yet, but here is what I've got



[edited out]

sorry for hijacking your thread ply

-edit- he also reverses sometimes, odd?

-edit again- decided to get my own thread for this

I love Jenkins forever :p
Plystire
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Posted: 13th Jul 2008 00:31 Edited at: 13th Jul 2008 00:34
Good work so far, meteorite.

One thing I have about your script is:
- You use variable conditions in states 1 & 2, but you only actually tell the script which variable to use in state 0. Either make the "globalvar" action happen ALL the time, or use it in all of the necessary states. This will keep other variable using scripts from conflicting with yours.

Almost done with the challenge, just need that shoot script to adhere to what the challenge needs.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
meteorite
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Posted: 13th Jul 2008 08:13
alright, Ill try that, but my test only had two of those guys

I love Jenkins forever :p
Little Bill
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Posted: 14th Jul 2008 09:45
Is Pystires challenge over?

If not. My submission [Non-media]:



Dar13
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Posted: 14th Jul 2008 15:08
it's over but you can still submit scripts. your script is effective and would save processing power(framerate) but is a little bare-bones.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Hybrid
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Posted: 14th Jul 2008 17:35
Little Bill, it is a very food start, but sounds also need to be played.

Little Bill
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Posted: 14th Jul 2008 18:22 Edited at: 14th Jul 2008 18:22
Sounds? Pfft. Simple.



Next please!

Hybrid
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Posted: 14th Jul 2008 18:48
Correct, but It hased to play a sound at the end as well. Look at my script as an example.

meteorite
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Posted: 14th Jul 2008 18:59
someone should suggest a new challenge, dar13's isnt gonna happen probly

I love Jenkins forever :p
Little Bill
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Posted: 14th Jul 2008 20:30
Hybrid. It plays a sound when the player is healed. It is auto. You just walk near it. I don't understand what you mean.

Dar13
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Posted: 14th Jul 2008 22:44
i'll edit mine then.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Plystire
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Posted: 14th Jul 2008 22:45 Edited at: 14th Jul 2008 22:48
@Little Bill:

Re-read my challenge again to understand. Your script does indeed heal the player, but not "fully". It does play a sound when the player gets healed and it only does it once, but there's another thing you forgot that was in the challenge. It needs to play a different sound when the player tries to get healed AGAIN but the health unit is "out of health". That's what they're talking about.



Alright, if no one wants to do Dar13's, then here's another:

Challenge Name:
Warehouse Lighting

Difficulty:


Challenge Details:
Make a script for a series of lights that will turn each of them on one after the other.
- Each light, when turned ON must play a sound and "blink" a couple times before turning ON and staying ON.
- After the previous light has turned on, it must then trigger the next light in the sequence.
- This chain reaction must be activated by a single Switch entity.
- When the Switch is used again, ALL the lights should turn OFF immediately.
- AND MOST IMPORTANTLY, this must be done in a way to be compatible with FPSC V1.07, which means no variables!!!

Some of you may remember that I made this happen some time last year, back when I didn't mind taking requests from people to help myself learn scripting better.

So, if I could do it, then so can you.


Whoever completes either THIS challenge or Dar13's challenge will get to make the next challenge.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Dar13
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Posted: 14th Jul 2008 22:59
lol if i was mean i'd submit to yours Plystire but i'll be nice and not submit(even though i found the script that you mentioned...)

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Plystire
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Posted: 14th Jul 2008 23:05 Edited at: 14th Jul 2008 23:06
Ahhh, did you find the thread or did you get the script elsewhere?

And besides, you already have a challenge submitted, so sit tight until someone else gets their script put in.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Dar13
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Posted: 14th Jul 2008 23:45 Edited at: 14th Jul 2008 23:59
email you about it(want them to find it themselves)

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Hybrid
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Posted: 14th Jul 2008 23:54 Edited at: 15th Jul 2008 00:06
Ply, does this have to be one script, or could this be a series of scripts.

EDIT: Can you include a "Blink" sound, Ply?

Plystire
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Posted: 15th Jul 2008 01:23 Edited at: 15th Jul 2008 01:32
Okay, Dar13.

@Hybrid:

Hmmm, I think a maximum of 3 different Main scripts should be used. One for the Switch, one to be used in all of the Lights, and one for whatever purpose you see fit.
Start scripts may be altered but aren't necessary.

Also, just use one of the sounds in the audiobank. That's what I did. I thought that one of the drum sounds fit pretty well to give an echoing effect.

It can be done by using the "settarget" command, but then you'd have a different script for every single Light... and that's not good. This should be usable for ANY amount of lights the user wants.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
meteorite
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Posted: 15th Jul 2008 02:42 Edited at: 15th Jul 2008 04:08
got it (warehouse light)


am i right?

-edit- apply to lightswitch, place preferred sound in sound0

One script baby!

-edit- just tested, will fix l8r, doesnt work yet

I love Jenkins forever :p
Hybrid
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Posted: 15th Jul 2008 03:22 Edited at: 15th Jul 2008 04:10
I did the ENTIRE thing.

Description: Switch a switch and one by one, the lights flicker on and have sounds. Hit the switch at anytime again to turn off.

Pros:

1.Don't have to edit switch scripts.
2.Only two no-need-to-edit scripts needed.
3.Any number of lights can be used.
4.Any naming system can be used.
5.Customixable sounds and flickering patterns.

Cons:

A little hard to set up, but way more easier that editing scripts per-light.

To set Up:

1.Set any switch in your level. (we will edit this later.)
2.Place Trigger zones anywhere in your level. (They will not affect playability. I recommend putting them under your lights for ease of use.)
2.A.Give them this script:

LightControl.fpi

3.Place yout lights where you want them in your level.
3.A.Make it DYNAMIC of coarse.
3.B.assign it this script:

Lightmain.fpi

3.C.Name them something ordered like "Light1","Light2",ect.

That is the Baisic setup. Here are the scripts:

lightcontrol.fpi



and lightmain.fpi



Now for the hard part:

Yout level should look something to the extent of this diagram:



1. This is your switch entity. Leave it alone. Set its IFUSED to the name of your first zone.

2.The zones. They should have the lightcontrol.fpi and be named with the same names as the light. EX. A light named Light1 is on top of Zone1, with the name Light1.

Set the IFUSED name in the zone to the name of your next zone. Leave the ifused in the last zone blank.

Can you now see the pattern? The switch makes the first zone and the first zone activate. This starts the timer in the control.fpi. After a time, the zone will cause the next zone and light to be activated, making a chain-reaction. This is why it is so customizable and easy to modify. You could have two lights start, then three, then one, it is up to you.

3.That should be it. I will post a tutorial video on the setup soon. More diagrams will help.

IT IS DONE, BUT IT IS HARD TO EXPLAIN!

ADDED:

This is the basic diagram of how the setop works and how the Ifused should be set up.



Ply, is how you managed to do it? I could not find a way to do it without seperate entities other than the lights.

Dar13
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Posted: 15th Jul 2008 03:42
I'll test it after my i test my level.
note i did change my challenge so you should try that too(good practice)

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Hybrid
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Posted: 15th Jul 2008 04:12 Edited at: 15th Jul 2008 04:29
meteorite
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Posted: 15th Jul 2008 04:38 Edited at: 15th Jul 2008 04:41
Slright, I finished my warehouse light script. I fixed it so all lights shut off at once, snd got it to work, but too late...
took proofreading and such, but o well still fun... but I didnt bother to make the lights flicker



Same set up as before, dymanic lights named light1-light5
dynamic switch
apply this to switch

I love Jenkins forever :p
Hybrid
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Posted: 15th Jul 2008 04:57 Edited at: 15th Jul 2008 04:58
Yes, but the lights have to flicker on and have a sound. Also, I did not know that settargetname existed. I will try your sctipt. Is there any easy way of changing the names of adding more lights, though, or am I stuck with five lights.

meteorite
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Posted: 15th Jul 2008 05:04 Edited at: 15th Jul 2008 05:05
you just have to add code, Ill take time to make it up to 20 sometime, it will play a sound if you set one in the switchm it plays a different sound for on and off, settargetname has been around since 1.04 I think? but other than lack of flickering, it works as tested in 1.12

-edit-btw ply, I'm gonna steal some of your thunder and make my own thread for a contest, even tho contests almost never work here

I love Jenkins forever :p
Plystire
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Posted: 15th Jul 2008 05:07 Edited at: 15th Jul 2008 05:12
Confirmed Hybrid's setup.

metorite had a very good idea, though. With some work that single script could do all of it. It also looks to be a bit easier to set up and maintain.
The only thing needed for meteorite's script to work is a custom light script to make them flicker on when they are activated.
And because he didn't include this script with his entry, Hybrid beat him to the punch. Good work, though, meteorite.


Hybrid, since yours was first to be completed and confirmed, you are cleared to challenge.

(And, yes, Hybrid, that's how I had my original one set up. )


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
meteorite
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Posted: 15th Jul 2008 05:22
hmmm, i tried to post a new topic, but I forgot I was here, and it told me to turn caps off dispight the fact that I didnt use any caps lock lol... And I did include my finished script, just after Hybrids (check a few below his) so either way I lose lol

I love Jenkins forever :p
Hybrid
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Posted: 15th Jul 2008 05:48
LOL. Thank's Ply. Give me a day to come up with a good challenge.

@meteorite

You say in your post that you did want to steal Ply's thunder, yet in this one you say that you are going to. It was just a little funny.

@ply

I thought someone has a post asking this a long time ago, but I never tried it out. Luckily, I remembered that you needed two seperate scripts to make it work. Both scripts have pros and cons, mine is completely customizable, while his is simple and clean. Good work to all.

meteorite
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Posted: 15th Jul 2008 05:51
Indeed, and thank you, good work to you too

I love Jenkins forever :p
xyzz1233
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Posted: 15th Jul 2008 07:01 Edited at: 15th Jul 2008 07:02
I'm late to jump on the scripting challenge bandwagon... I wonder what Hybrid's gonna come up with...
Hybrid
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Posted: 15th Jul 2008 07:25 Edited at: 15th Jul 2008 23:39
My, Challenge:

A Player walks up to scifi console and activates it, causing a rotating, intangiable hologram to appear. It then plays a sound asking iy you want to play this hologram? (can be any sound). The player can press any of two buttons to play it or exit. If the player chooses to exit it, then if plays a sound and fades out, but It can be played again. If the person plays it, then it plays a message and gives the player a weapon. Yes, gives the player a weapon. It then plays an exiting sound and fades out. Now it canot be played again.

Rating:


You can use variables, but you don't have to.

RECAP:

1.player starts hologram.
2.hologram rotates.
3.hologram is intangiable.
4.Hologram fades in and out.
5.hologram asks for confirmacion.
6.hologram plays a sound.
7.hologram gives the player a weapon.
hologram plays only once.

Each one by itself if easy, but making all of these into a few scripts is hard. Limit 3 scripts if you realy think that you need them. Good luck.

Plystire
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Posted: 15th Jul 2008 22:40
I accept your challenge.

But, until I get home and sit down to do it, I'll let everyone else work on it.

Here's a little "starter fuel" for those lost on how to accomplish this:

- Your console "activates" the hologram
- The hologram "fades in"... similar to way corpses fade OUT.
- "Intangible" means you can walk through it.
- The hologram activates a spawnable weapon when you "Confirm" it's message.


Alright, that's the head start I'm gonna give everyone while I'm away from home.

Get to it!


(@Hybrid: I wouldn't classify this as a 5/5 difficulty, it's really very straight forward in the way you script everything. I'd give it more of a 3/5, to be honest.)


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Dar13
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Posted: 15th Jul 2008 23:17
should this use a model (then this is very easy) but should it instead use decal or texture(i'm confused on how to make the hologram itself not the actions it does)?

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Hybrid
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Posted: 15th Jul 2008 23:41 Edited at: 16th Jul 2008 05:25
I changed the rating. I just thought it would be hard to not spawn a weapon, but instantly give the player a weapon, where ever he or she is. And, Ply, you are PERFECTLY RIGHT. Follow Ply's better description of the task if you are stuck.

Guys, right now I am working on a complex project, so I will have to step out of this for now. I can verify the scripts, but I will not atempt anymore challenges for a little while.

Good Luck.

And Ply, yours wasn't that dificult either.

Added. The weapon's holster is not my huge project.

meteorite
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Posted: 16th Jul 2008 00:08
the lights? I agree, that wasnt too bad, I didnt meet all the criteria, but still

I love Jenkins forever :p
Hybrid
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Posted: 18th Jul 2008 02:38
No one trying my challenge?

Dar13
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Posted: 18th Jul 2008 03:05
working on it...my FPSC won't act on alphafade commands AT ALL.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein

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