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FPSC Classic Scripts / Zombie Mod additions

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A r e n a s
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Posted: 30th Mar 2009 09:50 Edited at: 21st Jun 2009 13:04
Hey guys. I have come up with several theorys that should be scriptable by any average scripter with any skill. Here they are:

Unlockable Rooms:

If you increase a variable by one every time a zombie is killed, then that should create a basic system (you may want to increase it by more than one, say, ten). Have a door with the key script and change the key condition to if points is more than X (1000) then open the door and deduct X points. I see no reason why this script should not be easy and successful. You could use a use door and add in the script, i recon this should be easier.

Unockable weapons:

There is a pickup weapon script which requires someone to press a key to pick up. Add in the above condition and valla! That should work like clockwork

Zombie waves:

Incorperate the waypoint follow script into your zombies main script. Have him stop this script once he is inside and has broken down the barriers (X10 User wrote a script for destroying barriors (Twas rather brill )). Set the zombie has an if destroyed (written breviously by X10 User Again). entities arent activated until the person has exausted all of their lives. Set him following a waypoint into the house. There is a script which allows for multiple items to be used for opening a door. Do the same here and have the other zombies not appear at the start. Have them be activated when all the if destroyed then use statements are fulfilled. Have the zombies once killed trigger a second wave. Increase this waves speed, (dammage and health)... Do this for each wave (trigger the next). Yet again Valla!!! That should do it. I dont see a way to get this wrong. I like writing scripts on basic level. This way the only problems are stupid errors

Progress Display


- Finished
- In progress
- Nearly done
- Not started

Barriors -

Waves -

Increase Power -

Script Decloration -

Script Interaction -

Buy Weapons -

Unlock Areas -

Buy Allies -

Death Abilitys -

Player Barrior -

Follow Script -

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
Black Profductions
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Posted: 30th Mar 2009 21:43
i am working on a zombie mod on x9!
we can work together mate
I have x10 too

Just me and a friend tring to do a game deploment team i am the one who creates the levels and he creates the history
A r e n a s
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Posted: 30th Mar 2009 22:40
I only have X9 and im working on a project. I recon because the game is zombie based it would be very good if we got it working

Heres what iv got soo far:

Tear down barriers:



Destroy and activate:

knxrb
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Posted: 30th Mar 2009 23:16
I can code these ones for you if you need me to:

Unlockable Rooms
Unlockable Weapons(not press key to pickup bit but I can do points deduction that works with Unlockable Rooms)

knxrb

A r e n a s
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Posted: 30th Mar 2009 23:37
I recon those two would be the easiest. Why dont we all try to make these. Also does anyone have any idea on how to give charactors an if used script. I need it so that they activate the other zombies. I could come up with a middle man work around....

well lets have 24 hours for any one whos up the the challange to have a go at the pieces of code:

Unlockable rooms
Unlockable Weapons

PS It turns out that im probably gonna buy your FPSC IP system
SikaSina Games
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Posted: 30th Mar 2009 23:38
Perhaps you could add the ifused property into the .fpe file for the character, that should work, but the death script will have to include 'activateifused'.

Nomad Soul
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Posted: 31st Mar 2009 00:26
Are you guys actually working on a COD5 style zombie level?

I've had COD5 for a while but only recently played the zombie levels and they are really good fun.

I'd love to see an FPSC version of the zombie mode. Don't forget to include headshots when spawning them too!
Black Profductions
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Posted: 31st Mar 2009 01:11
yes, a variation of it, not the same as cod 5 zombie mod, Arenas, i am working on the x9 project, not x10, for me x10 is some kind of rubish becouse its vista only, and none of my friends have vista!

well, my msn is maxiv4@fullzero.com.ar
we can make it together

Just me and a friend tring to do a game deploment team i am the one who creates the levels and he creates the history
A r e n a s
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Posted: 31st Mar 2009 09:41
Ye I only have X9 so its all good. I advise getting PLY's mod. it means that we can have iron sights on it aswel.

First Company Veteran, Iv tried that already and then searched the forums to see why it wont work. (PS It doesnt work). Any way i was hoping that would work, but instead we need to program each and every if used statement. I recon that the best way to approach this is to have a global variable and increase it by one each time a zombie dies. So after the variable reaches 5, the end of round one, that triggers the next wave who then increase X to 15 say, ect... The problem is that all wave zombies will spawn at the same time.

I recon that we should have reote doors that open after every wave. That way it makes it much harder.
A r e n a s
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Posted: 31st Mar 2009 20:57
Sorry for the doubble post but i believed that this required its own post

Heres the script that i wrote:

To give to the zombie:


To give to the door:


Any ideas why it doesnt work? I'll be working on it tonight and if i fix it i'll edit this post and put in the working versions
Plystire
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Posted: 1st Apr 2009 01:58
The variable doesn't get incremented because you destroy the entity before it has a chance to. Put the "destroy" action after you increase the variable.

Quote: "I advise getting PLY's mod"


If you're using Ply's Mod then the variable commands you're using in those scripts won't work, you'll need to use the variable commands for Ply's Mod.


Also, "globalvar" is an action. You're using it like a condition in the door script.


The one and only,


A r e n a s
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Posted: 1st Apr 2009 11:17
Well I have your mod. Have you got a global type of variable? Shortly after posing this i realised the dammage script and changed it round. It still didnt work so I guess its because i didnt apply the globalvar as an action, right?
knxrb
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Posted: 1st Apr 2009 14:09 Edited at: 1st Apr 2009 14:11
I've written the unlockable doors/rooms scripts now:
http://www.rkwebcreations.co.uk/unlockable_doors.zip

knxrb

Black Profductions
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Posted: 1st Apr 2009 16:04
lets see, that unlockable doors/room script i think that can be addapted to buy or unlock weapons
And a question, is will it work on a mod=?
And another one xD, is it normal the engine lags when i have 2 enemies following waypoints?

Just me and a friend tring to do a game deploment team i am the one who creates the levels and he creates the history
SikaSina Games
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Posted: 1st Apr 2009 16:25
Quote: "I've had COD5 for a while but only recently played the zombie levels and they are really good fun."


Round 14 on Nacht Der Untoten and 7 on Verruckt Single Player here .


Quote: "First Company Veteran, Iv tried that already and then searched the forums to see why it wont work. (PS It doesnt work). Any way i was hoping that would work, but instead we need to program each and every if used statement. I recon that the best way to approach this is to have a global variable and increase it by one each time a zombie dies. So after the variable reaches 5, the end of round one, that triggers the next wave who then increase X to 15 say, ect... The problem is that all wave zombies will spawn at the same time."


Hmm...To the scripting board thee must go to...I shall return withy thy good biddings or thy mournful times...

That's my Shakespeare time over and done with...

-FCV

A r e n a s
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Posted: 1st Apr 2009 21:04 Edited at: 1st Apr 2009 23:59
Quote: "Round 14 on Nacht Der Untoten and 7 on Verruckt Single Player here .
"


Come on mate; 18 and 9 (i do play a bit too much )

We just need to rebuild barriors and add some extra scripts (We already have the magic box option) See how good everything is when we work together?

I regret ot inform you ply that i have decided to abandon your mod so that i can have zombie mod.
shadowfire
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Posted: 1st Apr 2009 23:03
I just saw what you guys are doing and i think it's awesome!

i love COD5 nazi zombies and i've recently tried to make a zombie survival (didn't work) so expect lots of support from me!

When everyone tells you to stop wasting time, just tell them, "time you enjoy wasting is not wasted time".

Unless you're on facebook, there is no excuse for that. (burn the heretic)
Plystire
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Posted: 2nd Apr 2009 00:08
Arenas, the variables in Ply's Mod are all global and are used very differently than the official variable system. To get an idea of how they work, perhaps stop by the Ply's Mod site and look at the scripts people have made in the showcase there.

Normally, this is how it goes:

dimvar=MyVariable (Declares a variable named "MyVariable")
setvar=MyVariable 10 (Sets the variable to 10)
addvar=MyVariable 1 (Adds 1 to MyVariable)
subvar=MyVariable 1 (Subtracts 1 from MyVariable)
mulvar=MyVariable 2 (Multiplies MyVariable by 2)
divvar=MyVariable 2 (Divides MyVariables by 2)

Of course, you can change the variable name to whatever you want and you don't have to use those values.

Once a variable is declared, you won't need to declare it ever again and it can be used by all scripts after a single declaration.

The major benefit of Ply's Mod variables is that you can use the variable in ANY command.
Example:
state=%MyVariable (This will set the state to the value of "MyVariable")


This brings scripting much much closer to programming.


The one and only,


A r e n a s
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Posted: 2nd Apr 2009 09:24
Well that is always good to hear. The unfortunate thing is that i uninstalled FPSC, but i set a restore point .

Ok Guys the next thing that we need to do is the waypoint following and the wave counter. I recon this will be very easy. What we need to do is add a second variable to the death script of each zombie. This variable can not be decreased, only increased by one each time a zombie gets killed. We then have zombies that spawn after the variable reaches X - The amount of zombies in the previous wave + all previous waves. That is simple but to make it more complicated we can have it so after you kill a zombie they respawn. The amount of times that they respawn may, im not sure, increase the killed zombie variable, if it does or doesnt is very simple to test. I'll write the script myself with Ply's new variable information. Then post it here. But if anyone else wants a go im not stopping them...
A r e n a s
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Posted: 10th Apr 2009 11:04 Edited at: 10th Apr 2009 11:06
Ok. Its a while since a post.

I have written a script in Ply's mod. It doesnt work for some reason and i dont understand why! I believe that the variables in the setting script do not get declared. That is the only explanation there is...

The Code Set To Bond1's Zombies:



The Setting Script:



The Barrior Script (should open after 10 kills):



We need also a segment/entity that will hold back the user. Something that other entities can pass through (ie Zombies, bullets, explosions) but the user cant pass through.
knxrb
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Posted: 10th Apr 2009 12:36 Edited at: 10th Apr 2009 12:38
Quote: ":state=2:incvar=zombieskilled 1,incvar=scoresystem 10,state=3"

Quote: ":state=0:setvar=Zombieskilled 0"

Umm, I'm not sure if this is correct with Ply's Mod but on the first of the above lines you are incrementing the 'zombieskilled' variable but on the second one you're setting the 'Zombieskilled' variable.
I'm not sure if capital letters make a difference but it might do.

Quote: "Something that other entities can pass through (ie Zombies, bullets, explosions) but the user cant pass through. "

Maybe make a zone and then make a script that stops the entity from going through (change speed?, set x & y position?).
Then just don't set the script to the other entities.

knxrb

shadowfire
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Posted: 10th Apr 2009 19:25
well, i reached round 24 on nacht der untoten split screen co-op, and it wasn't even my xbox!

my motto: if it looks awesome, it probbably is awesome.

shallowness is fun!
A r e n a s
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Posted: 11th Apr 2009 09:38
Quote: "Maybe make a zone "


I recon that a zone is a bit too big. something like a wall. Could anyone have a go at scripting it. If i find out what is wrong with the spawing then i can make rounds, buyable weapons AND complete zombie mod (in ply's mod).

Quote: "well, i reached round 24 on nacht der untoten split screen co-op, and it wasn't even my xbox!"


WOW!! That is impressive!!! Iv only got to level 17 on splitscreen and level 19 online
DestroyerHive
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Posted: 11th Apr 2009 14:34
On Nacht Der Untoten, i reached round 40, not kidding! (But I glitched majorly)

A single drop of water can mean a drained ocean for future generations
Brennan
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Posted: 18th Apr 2009 00:56
very nice


atob.synthasite.com
A r e n a s
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Posted: 19th Apr 2009 15:43
Come On guys... Lets continue the work on zombie mod... Im soo close to finishing... All i need is some help from PLY on his variable system and i have everything, including the wave spwan set up (except the player blocking barrior...
Dar13
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Posted: 19th Apr 2009 16:32
what do you need to know about the variables in Ply's Mod, Arenas?

...
A r e n a s
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Posted: 19th Apr 2009 17:01
Erm check the post before with the three code snipets and i need to see why the variables arent being declared / altered...
Dar13
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Posted: 19th Apr 2009 17:52
When you declare a variable in a script, it's a global variable to the script not to the whole engine. So to have two scripts affected by a variable you would have to setup the same inputs and variables all over again for each script.

...
A r e n a s
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Posted: 20th Apr 2009 00:48
so how do i link one variable in the two scripts together in plys mod? It is a vital part of the system...
Dar13
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Posted: 20th Apr 2009 03:45
you would use the settargetname=<entitie's name> and activatetarget=x commands to either set values or you can act off the activation value themselves.
Here's an example:
this is a triggerzone script activating an entity called "officer"

the "officer"'s script


...
A r e n a s
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Posted: 20th Apr 2009 10:04
The problem with this is that i want to have your score increase. So it will increase beyond 1. So this way when you reach zombieskilled X the next wave will spawn and a second variable names scoresystem can be decreased when you buy new things.
Dar13
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Posted: 20th Apr 2009 22:38
you can do something like this then I guess:
input script

the receiving script


...
Messenger
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Posted: 21st Apr 2009 13:45
so how close is this to finishing?This mod sounds awesome! i got to round 30 but that was with 4 pple lol. last thing:is this gonna have allies or just you?It cant be MP.
A r e n a s
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Posted: 21st Apr 2009 18:57 Edited at: 23rd Apr 2009 09:26
Firstly its not really a mod, its a series of scripts that will only work on PLY'S MOD. Heres a mini progress report:

- Finished
- In progress
- Nearly done
- Not started

Barriors -
Waves -
Increase Power -
Script Decloration -
Script Interaction - (Holding everything back)
Buy Weapons -
Unlock Areas -
Buy Allies -
Death Abilitys -
Player Barrior -

Secondly i dont get how any of that script will work to be honest...

I believe there to be two possible ways to link scripts together. These are them:

Firstly if you have an entity and alter its health and use that as your variable, the only problem is that i dont think that there is a command in PLY's od or the standard version that will let you change the health of an entity.

Secondly if you have all the information in one script. You set an entitys name and alter it according to what you want to happen, so if you change it to 'increase_points_by_10' it runs the part of the master script which does this, this part is entirely possible. The problem comes when creating a if function which detects the existance of the entity name 'increase_points_by_10'. Im sure that there is a command which will say this.

These are the only two possible ways i believe there to be at the moment and each has one problem each. The more complex idea, i beleive is the secoond of the two scripts and therefore i will be looking for a solution to the first and if it is impossible, i will them move on to the second... Any feedback would be greatly appreciated (especially from ply as it is his mod)
Plystire
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Posted: 24th Apr 2009 22:31
You should keep an eye on your syntax, Arenas.

Quote: ":state=10:vargreater=scoresystem 99:state=2,state=1"


You have 3 colons in that line. "vargreater" is a condition so it should be in a list with state=10, seperated by a comma.


Also, keep your variables with the same capitalization. When in doubt, make them all the same. It's good practice and a good habit to get into anyway.


On another note, any variable you declare will be accessible by ALL other scripts in the game. Variables are also carried over to the next level.

For some organization, though, when I know a variable is going to be used as a global variable (meaning it'll be used in multiple scripts) I always declared it in the "setuplevel.fpi" script. That way I'm absolutely certain that it gets declared before it gets used.


The one and only,


A r e n a s
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Posted: 25th Apr 2009 09:46 Edited at: 25th Apr 2009 09:48
OK Ive done what you have said plus i re-writ part of the script. Here they are:

Light script:



Zombie Death Script (Adaptatin of bond 1):



The entitys door script:



Now the problem is that the barrior doesnt display the huds when i walk up to it... It did before and im guessing if it doesnt get as far as the huds, it wont open the door... So heres my problem:

Enable the huds in the Entity removal script.

A reply ASAP would be greatly appreciated
djmaster
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Posted: 25th Apr 2009 16:05
state=2,state=1??? thats your problem




this should work

A.K.A. chargerbandit
A r e n a s
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Posted: 25th Apr 2009 16:24
But doesnt what i put make it so if it is not true, it will enter into state 1? And is your avatar not house ?

Anyway i changed what you said and thanks, the huds are back which is good but the door still wont budge... HELP!!!!
djmaster
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Posted: 25th Apr 2009 16:30
yes my avatar is dr house and your doors wont open beacause it doesent have any action to open it,you will need to implent the door animation and the coloff too

A.K.A. chargerbandit
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Posted: 25th Apr 2009 18:19
No, no, no... These are entitys, they get destroyed at the end of the script, i have another one for doors but that cant be done till i get this one done...
knxrb
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Posted: 25th Apr 2009 19:46
Quote: "Unlock Areas - "

I've noticed the unlock areas is set as 'Nearly Done' but I've sent u a fully working unlockable doors script already that stops player from going through doors unless they 'pay' to get in and if they don't have enough they can't go through.

knxrb

djmaster
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Posted: 25th Apr 2009 20:34 Edited at: 25th Apr 2009 20:35
ok i fixed your script




A.K.A. chargerbandit
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Posted: 25th Apr 2009 22:13 Edited at: 26th Apr 2009 00:54
The thing is knxrb is that im using ply's mod, which has a different variable system... Iv needed to re-write the script. When im done i plan on relesing the ply's mod version and the normal version together. The plys mod version will, however have extra things with it.

OK... Here is, the new eddited script. Now the hud stays on the screen dispite the fact that it should be removed. Heres the script:

Plystire
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Posted: 26th Apr 2009 02:39
Change "plrdistless" to "plrdistfurther"


The one and only,


A r e n a s
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Posted: 26th Apr 2009 09:44
Ok i altered it and this is the new script. it has made no difference to the variable problem... Ply, its your mod, any ideas why its not working?
Plystire
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Posted: 26th Apr 2009 21:14
Quote: "this is the new script"


Where? I don't see a new script.

Post your new script up, and explain in detail what it's doing that it shouldn't be doing, or what it's not doing that it should be doing.


The one and only,


A r e n a s
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Posted: 26th Apr 2009 22:26
Oh sos... Here it is:

Plystire
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Posted: 27th Apr 2009 04:21
I see some logic errors in your script as well as some syntax issues:

1) "decvar" is not a command in Ply's Mod. If you're looking to "Sub"tract from a variable, you use "subvar".

2) If the player has more than 99 score and presses key 33, it will subtract 1000 from their score whether or not they are within reach of the door.

3) State 3 loops back to state 1... this doesn't appear to be what you're aiming for.

4) State 2 leads to state 4, which in turn will lead to state 5 when the key is pressed, however... state 2 displays "usedoorb", while state 5 only fades out "usedoora".



You may want to reconsider your logic here.


Also, this "variable problem".. what are you referring to? I asked you to describe your problem in detail so that I can better visualize what's going wrong with the script and give you advice on how to correct it.


The one and only,


A r e n a s
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Posted: 27th Apr 2009 19:27
Ive altered what you said and the huds now work. I have also checked each command that has relevence to the script and the increase and compared it to your command document... and have found the problem. Instead of 'addvar' i put 'incvar'. The scripts now all work . Im gonna copy the progress post i wrote a while ago and im gonna put it in the first post at the end and update my process... Thanks for everyones help... Specially yours ply...

Ok... My new motion for the next few posts is:

What do you want in Zombie Mod?

If you have an idea post it, if i think its possible i'll add it to the first post.

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