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FPSC Classic Scripts / FPI Translator

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Doctor Who
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Posted: 18th Nov 2007 17:02 Edited at: 18th Nov 2007 17:04
I found two cosmetic bugs: I forgot the "rateoffire" condition and I missed a small flag in "plrwithinzone". I've corrected these already. I'm finding these as I use it while I script my game.

Edit: I see why I missed "rateoffire", it's not in the manual.

I straddle the line between genius and insanity. Guess which side I'm on now?
foxking
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Posted: 18th Nov 2007 17:07
mate - if you do the flowchart thing I'll be happy to help you beta test =]

At the moment I'm going through all the scripts looking for things you missed...

Doctor Who
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Posted: 18th Nov 2007 17:17
Thanks. I went through something posted by Nickydude and the manual and "rateoffire" isn't in either. It's undocumented I suppose but used by FPSC. If anyone knows what this does, let me know please. I'll include it.

I also found a supposed "command" in one of the scripts that was actually a misprint. I am going to flag these so no one will get confused like I did.

I straddle the line between genius and insanity. Guess which side I'm on now?
halospree
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Posted: 19th Nov 2007 09:30 Edited at: 19th Nov 2007 10:25
I really find this program amazing Doctor Who, it is really useful in understanding FPI Code, if i can help in any way, then please tell me.

www.freewebs.com/callofreedom
Luke314pi
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Posted: 19th Nov 2007 13:54
I just found this thread and I think its a great idea! I am going to try it out now.

Doctor Who
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Posted: 20th Nov 2007 01:10 Edited at: 20th Nov 2007 03:05
Hi Halospree,

Any ideas on how you might assist? Maybe you have skills or resources or information that can aid. It's been useful to me and apparently others and I'm happy to give back to the community.

Luke314pi, I hope you find good use for it. I'm looking for ways to improve it and most likely there will be a 1.02 version coming soon although the flowcharting / scripting thing is something I'm also working on as well as the game. This means I'm juggling but fortunately, we have a four day weekend here in the U.S. starting Thursday and I'm staying home so I'll probably do quite a bit on all three.

Edit: I've fixed two bugs and added something new. A conditional repeat. It works something like this:

Which looks something like this:


The computer recognizes that there are no conditions for state = 2 and therefore realizes that once it hits that, the script is effectively ended.

If states are accounted for in actions and conditions, it becomes Repeat - Forever instead of "Until state is x". And if there are several states that cause the loop to end, it will look like "Until state is 2 or 5 or 7".

Anyway, I thought this might be of interest. I'm thinking of something else to make it more meaningful but will wait until I've worked out the details.

The Doctor formerly known as Dr. Pepper.

I straddle the line between genius and insanity. Guess which side I'm on now?
halospree
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Posted: 20th Nov 2007 13:26
Doctor, i would love to try and help you out on the
"logic to FPI Code you program you are working out"
Though i dont really know if you need me, but i could help you on as a reference to all FPI Codes, and i could help test your program wth all the code out their, if you have any thing else you might want me to help you with then tell me Doctor Who.
Halospree


www.freewebs.com/callofreedom
foxking
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Posted: 20th Nov 2007 19:18
An idea would be to add the commands the mods added for allies ect.

Doctor Who
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Posted: 21st Nov 2007 02:30
Halospree: That's a good idea. In fact, when I start on the alpha coding portion it might be helpful to see if it is going in the right direction before getting too deep.

FoxKing: I could do that. I could flag them as valid and non-standard. All I need is a list. I'll have to look around for lists and get them in.

Thanks for the ideas guys,

Randy - I'm not a doctor but I did stay at a Holiday Inn Express once.

I straddle the line between genius and insanity. Guess which side I'm on now?
Plystire
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Posted: 21st Nov 2007 10:24
How about putting a drop-down menu in the options box that would have a list of "known scripting mods", and that would then in turn alter the parser to also look for the added scripting conditions and actions of those mods.

Just kinda going off of foxkings' idea here. Lol


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
halospree
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Posted: 21st Nov 2007 10:41 Edited at: 21st Nov 2007 10:45
Ok Doctor, Well then, tell me when you start the Alpha Coding part, and ill be there to help, test, and tell of you of any ideas i can think of.

Halospree


www.freewebs.com/callofreedom
foxking
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Posted: 21st Nov 2007 19:57
thats a nice idea plystire - maybe the differnt mods should be done in ".ini" files so mod makers can make their own "mod dictionary"

and what another good feature would be is a dictionary and a function to search for commands or conditions like searching "player distance" or w/e they want.

I can see alot of things happening in this handy little prog.

Doctor Who
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Posted: 22nd Nov 2007 00:26
Wow, I like these ideas! I'll need to make the code more generic (plan to anyway) so that dictionaries can be added.

And for the reverse, search for "player" for instance would bring up a list of commands dealing with it.

Thanks Plystire and Foxking!

Halospree: I hope to begin some of it during the holidays this weekend. I'll let you know where I stand. Maybe I can e-mail you at the address in your profile and get this going.

For now, I just got home from work and am going to get a soda and some dinner and then do a little work on this.

I'm off like a dirty sock,

The Doctor

I straddle the line between genius and insanity. Guess which side I'm on now?
halospree
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Posted: 22nd Nov 2007 01:35
Ok good luck Doctor Who

Cant wait to see how this program turns out!

Halospree


www.freewebs.com/callofreedom
foxking
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Posted: 22nd Nov 2007 19:24
Me neither - It's a classic APP in the making...

Doctor Who
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Posted: 23rd Nov 2007 14:34
New development:

It's not a flowchart (yet anyway) but it is something at least. It turns this:


into this:


I straddle the line between genius and insanity. Guess which side I'm on now?
foxking
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Posted: 23rd Nov 2007 18:22
Looks good - could there be a mode when the code is more c++ like?

where the code looks like this:



Not to give you too much work or anything =]


and a VERY simple mode where this is the code:




Thanks,

Doctor Who
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Posted: 24th Nov 2007 13:05


The problem with this is variables, namely you can't have any except "state". The definition section basically is a block of synonyms for state such that "initial" translates to "state=0" and "gotkey" translates to "state=1". There would be no way to say "gotkey = 2" for instance.

What I can do, however is make it so that "and" and "&&" translate the same, and brackets are ignored since they aren't used although I am sort of waiting for the next version of FPSC to come out. I'm thinking of e-mailing Lee and telling him what I'm up to and asking if there are any new commands or even features (i.e.: variables, branching...).

I wanted to make this as simple as possible for anyone who's never scripted before could pick it up too and yet powerful enough to take one's ideas without worrying about how to make it happen.

I straddle the line between genius and insanity. Guess which side I'm on now?
Doctor Who
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Posted: 3rd Dec 2007 03:29
It's been a week or so I guess so here is the latest version. I fixed two or three minor bugs, added something that lets you know if there is a termination to the script (Repeat - Until done) or if it repeats continuously (Repeat - Forever).

I fixed the control keys (forgot about those earlier) and probably added something else or so.

I've been working on the new program for us which will be in another post. For now, here is the latest version of the translator.

Enjoy,

Randy - My mother wanted me to be a doctor.

I straddle the line between genius and insanity. Guess which side I'm on now?

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halospree
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Posted: 3rd Dec 2007 09:32 Edited at: 3rd Dec 2007 09:39
So, i just downloaded this, and tried to see if i could find any bugs, so i ran through all teh codes i have, and could possbly make, and when i ran throught the code i uploaded, it shows up like this:





Also, strafefoward has no definition, and says unknown.

Halospree


www.freewebs.com/callofreedom

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Doctor Who
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Posted: 3rd Dec 2007 19:42
Ack!!! I'll have to look at that and find out where I went wrong. I'm at work, presently but will be home in about five hours and can rectify that.

Sorry about that.

Randy - Veterenatrian Extraordinare.

I straddle the line between genius and insanity. Guess which side I'm on now?
Doctor Who
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Posted: 4th Dec 2007 01:15
I see what's happening, the source has commas for all the conditions but there doesn't seem to be anything for the actions.
:state=91,plrsound=audiobank/ene/pda/pdabackground.wav
If state is 91 And plrsound = audiobank/ene/pda/pdabackground.wav
*Unknown - *
End If


See? if you have :state=91:sound=audiobank/ene/pda/pdabackground.wav

You will get

If state is 91
play sound audiobank/ene/pda/pdabackground.wav
End If

All of the lines are like that. Also "plrsound" is not a valid command or at least it isn't in the manual. I think it is just supposed to be "sound".

I hope I'm making sense.

Randy - Plant Dentist

I straddle the line between genius and insanity. Guess which side I'm on now?
halospree
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Posted: 4th Dec 2007 10:40
yes, well, this is a custom script with some brand new commands implemented, and it seems to run fine in FPSC, so maybe, you could make it say

If state is 91
play sound audiobank/ene/pda/pdabackround.wav
End If

Or you could make it say simply

If state is 91
play sound pdabackround.wav
End if

For simpler minded people, or utter noobs at scripting, which is easier to understand then the first one, if you dont know anything, and talking about this, in the options "menu" you could add something like
"complex description" which describes in a detailed way everything in the script

I have a sort of idea in the pic i uploaded:

www.freewebs.com/callofreedom

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