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FPSC Classic Scripts / The Ultimate Night Vision Technology!

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meteorite
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Posted: 16th Aug 2008 08:14 Edited at: 16th Aug 2008 21:54
I have just created the ultimate in nightvision technology.



Night Vision Goggles with a slider switch

(on right side of box)

which determines what mode you desire! They even remember what mode you are in when you turn them off! Four special modes, low power, medium power, and high power. Oh yes, the fourth. Red eye! that's right, and they dont effect the appearance of your enemies and some items throughout your world, making important things stick out! As an added bonus, this is the only pair not bulky enough to disallow jumping. But whats the catch you say? Well, there isn't one... for now.

Ah yes, the goggles, for commercial or non commercial use, no credits mention needed. Fully tested, no bugs found! But the script does assume your starting ambience is 0



-edit- The idea for this script came from Ply's "Script Challenge" board, the challenge being by Hybrid. However, this script is entirely mine and written from scratch, with the exception of me using the "insert fpi template" function of FPI EditPad

I love Jenkins forever :p
Diablos Bud
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Posted: 16th Aug 2008 08:22
How would I turn it on, a key or a weapon?

Diablosbud Productions - a name for the game's developed by me.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 16th Aug 2008 16:31
....most likely assigned to a dynamic light, or an overlay.


Hybrid
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Posted: 16th Aug 2008 18:25 Edited at: 16th Aug 2008 18:26
WOW! Nice script... TOO bad Plystire already made it and you copied him verbatim. Ply did this in his scripting challenge board as an answer to MY challenge. You took the exact Idea of mine and Plystires and now claim it as your own? I just love don't you Plagiarism, don't you?

Let's compare...

Ply's


and yours


That don't look the same, butt hey work on the same principal and you know it. Don't claim others' work to be your own.

Seth Black
FPSC Reloaded TGC Backer
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Posted: 16th Aug 2008 19:41 Edited at: 16th Aug 2008 20:04
...similar in concept, indeed. To be fair, verbatim http://www.wordreference.com/definition/verbatim it's not though.

In reading the thread, I don't believe that Plystire's script was drawn out to be functional. Was it? I believe he makes mention of that fact, in his post.

meteorite managed to bring it to fruition, and is clearly excited about his result. Doubtful that any ill will was intended.

I tend to agree that credit, for those who've contributed to this, should be included in a by-line, meteorite. It's only common courtesy...


Hybrid
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Posted: 16th Aug 2008 20:49
I am aware thet verbatim was not the proper choice, however, credit should be given to Plystire. Yes, Ply's did work.

Seth Black
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Posted: 16th Aug 2008 21:02
...I'm not doubting whether Plystire's script worked. As I read through that portion of the thread, it seemed that he was indicating that

Quote: "If the "nightvision" needn't actually work for the script to be complete and only the HUDs are required, then this is an easy one."


http://forum.thegamecreators.com/?m=forum_view&t=133215&b=23&p=2

As already stated, I agree that Plystire should get due credit for his scripting.

meteorite, what say you?


Diablos Bud
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Posted: 16th Aug 2008 21:40
Could someone please tell me how this works?

Diablosbud Productions - a name for the game's developed by me.
meteorite
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Posted: 16th Aug 2008 21:47 Edited at: 16th Aug 2008 21:51
Hold up, I do realize that this challenge was in ply's board, and I just posted mine here because, well I dont know, something tells me if people wanted to find nightvision they would search "Script Challenges" Did you read the scripts? Ply's works by using huds, mine just sets ambience level and ambience colors, and do you really think that I would plagiarise Ply, after how much hes helped me? Actually, I wrote the script from scratch, thank you, this is my own work, however, I will edit my first post saying that the idea came from Ply's thread. As Seth said, no ill will intended.

-edit- the only thigns i noticed in common were the concept of the 4 mode nv goggles, and the fact that we used variables, which I used as an easy way to keep what setting you were on.

I love Jenkins forever :p
xplosys
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Posted: 16th Aug 2008 21:50 Edited at: 16th Aug 2008 21:53
I have to agree... I see two scripts that accomplish the same thing, but not at all in the same way. The scripting language is limited and there are only so many ways you can get things done. To say he copied the script or idea is like saying we all copied it from TGC.

Diablos Bud,

Check out my fpsFREE site. I did a little explanation of the FPI language and how it works in the script section, and Plystire did a great tutorial in the tutorial section. Those two should give you a much better understanding of the language and a base on which to start building your own scripts.

Best.

meteorite
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Posted: 16th Aug 2008 21:55 Edited at: 16th Aug 2008 21:59
Oh yes, this script must be applied to a dynamic light, press f to turn nv on or off, and f1-f4 to change what mode you are in

f1-low
f2-med
f3-high
f4-red eye

edit

to those intrested, while we are on the topic of Night Vision, some company called eyeclops or something is developing nv goggles that actually work (not just glasses with a light in other words), and will be available in September I believe for $80... I inted to buy when I can

edit again

is that shameless self promotion I see there xplosys :p I love your scripting guide... um, now that I think about it, would you like me to give you credit in my scripts?? I constantly use your guide for the scancode picture, and sometimes for commands

I love Jenkins forever :p
Hybrid
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Posted: 16th Aug 2008 22:12
YEs, they are not the same by any means, but the concept of having a three-level light system and red night vison was my challenge developed by me. That is why I was so offensive. Sorry. Still, credit should go to PLy.

meteorite
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Posted: 16th Aug 2008 23:27
Alright, I fixed the script and put some extra in about ply and you and such, you can check to see if that's alright. And dont worry about it, I realize plagiarism is a large issue around here

I love Jenkins forever :p
Plystire
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Posted: 17th Aug 2008 02:02
Nice script, meteorite!

Now if only you could get your hands on a "light charging" sound. Similar to the sound real NV Goggles make when they are activated. (Or the flash on a camera charging up)

Then, you could play that when they are turned on and it'd be even cooler!


No offense taken on my part. When I read you thread and figured out it was the challenge Hybrid made, I openned the snippet, and sure enough... yours is of your own. No plagiarism indeed, but I can see how Hybrid might have gotten a bit worked up for the idea.

We're all friends now, right?


<--- NightVision.... for when you are eating.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
meteorite
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Posted: 17th Aug 2008 02:26
I'd make a sound, but I've never tried, and I have no idea what program I would use to do that. I've decided to rewrite the script at somepoint, not using variables to determine what mode you are in, that way I can use variables to have battery power, because right now, there is now reason to use low or medium power because there are no downsides to using higher power.

I love Jenkins forever :p
meteorite
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Posted: 17th Aug 2008 02:27
As for the matter of still being able to jump (I found in an old script by xplosys I believe that there was a weird jumping glitch when using the goggles) I don't know how I managed to get it to work. I feared the jump bug the entire time I was scripting. I just got lucky, lol.

I love Jenkins forever :p
Nickydude
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Posted: 17th Aug 2008 20:29
Here's a charge up sound for you.

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Hybrid
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Posted: 17th Aug 2008 20:57
Try mine. It has no backround noise.

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meteorite
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Posted: 18th Aug 2008 01:16
Thx for the sounds

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
Hybrid
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Posted: 18th Aug 2008 04:27
I hope that is better.

meteorite
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Posted: 18th Aug 2008 06:43
I'll have to fix it up tomorrow, my sister and her 3 year old are staying in my bro's room, which is where I have fpsc...

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
Hybrid
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Posted: 18th Aug 2008 17:47
LOl, move your computer. Just kidding, glad to see some work being done on these forums.

MadChicken Games
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Posted: 18th Aug 2008 18:18
meteorite

I have found a little problem with the script I place a dynamic green light and applied your script to it but when I walk into the room with the light the room is dark green then I press f and it turns lighter green then f1 dark green f2 lighter green f3 has really bright green the f4 red with important things like doors that you have you press enter to use stay normal colours.

Thanks to all FPSC forumers and the staff from The Game Creators for making the software!
Seth Black
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Posted: 18th Aug 2008 18:39
@MadChicken Games,

That's not the correct way to use this script.

1. Access the build game properties and set the ambient light to zero.

2. Place a dynamic white light in your level and assign this script as its main script.

The script will use the dynamic light to manipulate ambience, but the light itself shouldn't cast any ambient light itself...


Minimovies Inc
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Posted: 18th Aug 2008 18:45
Quote: "I have found a little problem with the script I place a dynamic green light and applied your script to it but when I walk into the room with the light the room is dark green then I press f and it turns lighter green then f1 dark green f2 lighter green f3 has really bright green the f4 red with important things like doors that you have you press enter to use stay normal colours.
"



There is a very simple solution...
Because your room is already green, due to the green light, the goggles don't work very well. If you go to a room without green lighting, the goggles should work fine. Try changing the green light's colour to something ungreen. Remember, you can assign this script to any dynamic light, or overlays (i.e. bloodsplats)

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Hybrid
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Posted: 18th Aug 2008 19:48
ungreen? it that a word? You can edit the scipt to set your ambience back to another number if you want.

Diablos Bud
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Posted: 19th Aug 2008 22:42
Alright, I have no idea what I did wrong but I always mess up with nightvision scripts, but this time I am not going to! Basically I could use some help please. What I did was I saved the script as night_vision.fpi with my FPI editpad, closed the editpad, placed the white light, set it's range to 0, and night_vision.fpi as it's main AI file, then playtested, and after I hit F it started acting all wierd like strafing me right, allowing me to see through segment stairs, and then I fell of a cliff, and wouldn't die! I hadn't change my level ambience because I don't know how to build game in the Free Version of FPSC 1.12, please help me.

Diablosbud Productions - a name for the game's developed by me.
meteorite
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Posted: 20th Aug 2008 00:15
hmmmm, I've never seen a problem like that, you can't go into build game with fps free though

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
Dar13
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Posted: 20th Aug 2008 01:01
that's probably the problem then.

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Diablos Bud
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Posted: 20th Aug 2008 04:53
Yeah it has to be, I might get efxMod on the free version because of the fact that it has all the required files to install it I believe it does at least.

Diablosbud Productions - a name for the game's developed by me.
Big Pat
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Posted: 2nd Sep 2008 18:44
this looks great and all, but how do you use it?

Plystire
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Posted: 2nd Sep 2008 19:43
Apply the given script to a dynamic light or some indestructable object.

Make sure that whatever you apply the script to it is dynamic and not static.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Peever
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Posted: 21st Sep 2008 15:33
erm i read ur post pystire bout the recharging sound and i thought uld might like this =]

idk if its what you looking 4 but u can have it now lol

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Killer666
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Posted: 26th Oct 2008 12:28
Would heat vision be possible to replace the red eye because the red eye just doesn't look good.

But really good totally awsome!

http://killer-fps.weebly.com
Plystire
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Posted: 26th Oct 2008 19:44
@Killer666:

Do you mean the red flash when you get hit?

You can use a different image for that by changing the seetuplevel.fpi file. Just change the line that sets up the HUD for it. You can take a look at my "Custom HUD" tutorial in the official community guide for an insight on how to go about that.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
meteorite
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Posted: 28th Oct 2008 00:28
I think by Red Eye he means the name of my scripts 4th mode, which makes everything appear red

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
Killer666
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Posted: 28th Oct 2008 19:13
ye what metorite said

http://killer-fps.weebly.com
samourai
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Posted: 2nd Nov 2008 18:23
how do u save the script.
KOLOBAR
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Posted: 27th Dec 2008 21:05
Hello!
Could I ask how could I use the script. Should I attach it to an entity and how could I change the starting ambience to 0. Sorry for asking but I have searched quite many treads in the forum before I decided to write message.

Thanks to all in advance.
Yours,
KOLOBAR
meteorite
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Posted: 25th Jan 2009 23:16 Edited at: 25th Jan 2009 23:17
Wow, sorry I missed these questions, I didnt visit the script board much for a while

K666- If you want thermal vision, this wouldnt be possible, as you need a custom shader, at least as far as I have read.

Samourai- Just copy the script into whatever you use for scripts (probly notepad) and save as an fpi

KOLO- To set ambiance to 0, you need to go to build game and change the global script, and to use it apply the script to a dynamic item or light

and mods- sorry bout the bump


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
PW Productions
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Posted: 14th Mar 2009 00:58
This might seem like an extremely stupid question considering the fact that there's been a whole bunch of posts about it, but, well, this is what I did and it didn't work...

1) I copied the night vision script into edit plus 3
2) I used the script as the main script for a white, dynamic light
3) I click apply changes
4) -Here's what's wrong- I right click on the same dynamic light and in the main script section, it was blank - I think it automatically deleted the script from the main script.

Another question- Does this script work with X10?

Nothing is too hard as long as you can achieve it (*Note* Doesn't apply to programmers).
Kerrby
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Posted: 6th Jun 2009 10:13
Just a quick question here.

Where would I add the line to change the hud?

Just say I created a hud for the Nightvision goggles, I would have to activate it to say pressing the n button on the keyboard. As this activates, how would I go about adding in a script that changes the HUD everytime I turn the nightvision goggles on and off?


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Red Eye
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Posted: 6th Jun 2009 10:32
awesome script really cool, i like the "Red Eye" mod.

meteorite
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Posted: 6th Jun 2009 19:43 Edited at: 6th Jun 2009 19:44
Lol, never thought of that

If you huds to appear, you'll have to add some code to load, display, unshow, etc. the huds. I just change the ambience levels

Is it just me, or do people bump my old threads a lot?

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
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Kerrby
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Posted: 7th Jun 2009 04:30
Quote: "Is it just me, or do people bump my old threads a lot?"


Is there a problem with me asking a question?


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meteorite
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Posted: 9th Jun 2009 04:10
No, not at all, better ask than be clueless, and unable to use it at all. That gets nothing done.

It just seems that one of my threads gets bumped every couple o months, lol

Hmm, if you want to see how huds work, then open up stock scripts that use them, such as manual doors, or weapon scripts, so you can see how to load them. I can never remember how, and constantly referance to other scripts.

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
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Kerrby
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Posted: 9th Jun 2009 04:14 Edited at: 9th Jun 2009 05:04
Thanks for the advice man.

I'll give it a go and see what happens.

What would the co-ordinates be mate? My HUD is about 600x200px. I just need to see what it would be in the middle.

Also I think I may have messed it up. Once you use nightvision, it doesn't let you undo nightvision. It just keeps flashing back to the nightvision mode.


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meteorite
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Posted: 10th Jun 2009 00:44
Hmm, let me se the script, also, use 50 50 coordinates for location, think of it as percent

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Kerrby
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Posted: 11th Jun 2009 10:57
Hey man could you please check out this code and see where I went wrong?



Thanks man.


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Kerrby
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Posted: 11th Jun 2009 11:25 Edited at: 11th Jun 2009 11:26
Sorry for the double post.

I got it to work, changed the file type to .dds instead of .tga.



That's what it looks like ingame. Now time to fix up the HUD.

Hey Meteorite, would it be okay if I release this with a mod?

Also I found a bug, if you jump with nightvision on you get stuck to the walls. Anyway to fix this?


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