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FPSC Classic Scripts / [STICKY] Complete Script Syntax List

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maho76
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Location: universe-hub, playing the flute
Posted: 11th Oct 2011 00:07
great work, grandmaster. thank you.

why there is no sticker around here for that kind of basic research&development work for the community?


cheers

maho


p.s.: oh, and YES. i like it as one complete file, but the size of that thing is... well, you know better than any other.^^ my 2 cents.
xplosys
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Posted: 11th Oct 2011 00:10
Quote: "What do people think?"


I'd say split them if it's easier for you. The size doesn't seem to be an issue yet. Again, thanks for this indispensable reference and all your labor.

Brian.

Vandaarc
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Posted: 13th Oct 2011 17:46 Edited at: 13th Oct 2011 17:48
Thank you so much for this and all your hard work. This is beyond useful.
Tax 78
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Posted: 14th Oct 2011 22:38
@Ched80: Congratulations for a job well done

I have a question:
The command "particledecal = Decalname", can make a trail of smoke projectile?

Thank you,Tax


Sorry but I use a translator
Captain Coder
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Posted: 23rd Oct 2011 06:27
THANK YOU FOR FINISHING THIS! Perfect for fixing those gunspecs...

Thanks!
Captain Coder

PS: I believe you should keep everything in one manual. Less clutter and things to keep track of on the hard drive for disorganized guys like me

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
Captain Coder
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Posted: 9th Jan 2012 19:31
@Ched80:

Will you be updating this list after the official release of V1.1.9?

Thank you,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
maho76
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Posted: 13th Jan 2012 11:34 Edited at: 13th Jan 2012 11:35
i think he will as far as he goes with this^^

@ched:

i am missing the decal-definitions. not many, but a few and some i dont know what they are doing. just a reminder for addition.


gz

maho
Ched80
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Posted: 18th Jan 2012 06:17
@Captain Coder: yep, I've been updating the Syntax List in parallel with all the updates posted on the google code site. Scene Commander has asked if I could release a draft version to help users and I'm planning to do that this week.

I've also had to split the gunspec and flakspec parts out into a separate document as the thing was so big it was causing word to crash.

@maho: Are these definitions script or gunspec related?

Either way, expect an updated draft versions of the script, gunspec & flakspec lists soon.

Captain Coder
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Posted: 19th Jan 2012 02:16
Cool! Thank you, can't wait.

Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Ched80
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Posted: 29th Jan 2012 12:13
Just a short bump to point people in the direction of the latest draft of the syntax list (hit the download button below) as I did post one in the v119 beta thread, but it's likely to get lost there.

Enjoy and all comments are welcome!

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Ched80
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Posted: 29th Jan 2012 12:16
Second bump to add the gun and flak spec list (see the download). I have made a separate doc for these as the original doc was getting way too big and made working on it really slow.

I'm also planning on a segment and entity list, but that's probably not going to be ready until the summer now.

Enjoy!

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maho76
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Posted: 30th Jan 2012 10:31
thanks ched. flakspec i will need this week, i think i can test the greenmarked and send you description.

maho

Tax 78
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Posted: 30th Jan 2012 22:42
Thank you!! as always an excellent job, is very very very useful


Sorry but I use a translator
WilliamK
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Posted: 16th Feb 2012 19:25
Thank you for this!

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www.Wusik.com
Captain Coder
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Posted: 24th Feb 2012 21:45
Fantastic! Thank you Ched! Also, through what beta are the lists accurate?

Thank you again,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Ched80
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Posted: 20th Apr 2012 18:13
Just a bump to say issue 4.0 of the script doc is now ready for download here.

This brings it up-to-date with v119.

Tax 78
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Posted: 20th Apr 2012 23:32
@Ched80 Thanks a lot, be very useful

Tax78

Sorry but I use a translator
elbow
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Posted: 22nd Apr 2012 10:27
Thanks Ched

Your hard work is greatly appreciated.

Eugene
Ross tra damus
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Posted: 27th Apr 2012 09:30
Thanks very much Ched80.

Its great to have it all in one place and up to date.
Teabone
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Posted: 10th May 2012 23:50
A Fantastic Resource!

Thanks


I'm going to test out each command

Runihadacow
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Posted: 28th May 2012 05:46
Great guide for everyone. Thank you for producing a complete list such as this as I have done it before for another language and it takes some time and effort.
The Twisted
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Posted: 8th Jun 2012 05:41
This is gonna be very helpful for my scripting. Much appreciated.

Only the best and the worst.
xplosys
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Posted: 14th Jun 2012 16:18
Thanks again for keeping up with it.

Brian.

!retupmoc eht ni deppart m'I !pleH

A r e n a s
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Posted: 11th Jul 2012 16:01
I was wondering if I could use your guide in my software. Its an FPSC IDE which I am planning on releasing for free to the community. I'd be taking your descriptions and copying them into the help aid system. Will credit you if you want.

Thanks!

A
Ched80
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Posted: 11th Jul 2012 19:37
Sure - i can give you the *.doc version if you wish - that may help with the copy and pasting

A r e n a s
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Posted: 11th Jul 2012 19:44
I'm fine with that part, it would take the same time either way. All conditions have been copied across, got some more to do, but that'll be for another time!

A
Omegamer
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Posted: 6th Sep 2012 02:41 Edited at: 6th Sep 2012 02:42
First of all I use this guide about 10 times a day when I'm about to script something big (even if I'm veyr used to the language) and I LOOOOOOOOOVE it!

I just wanted to correct something:

3.12.2.3 CHANGEHUDALPHA=HUDName Alpha
Description: This sets the alpha channel of the HUD identified to the value given.
Range: HUDName = Any valid HUD.
Alpha = 0 to 100.
Example: :state=1:changehudalpha=MainTitle 50

Alpha is 0 to 255

Nothing big just wanted to mention it proofed it myself
Ched80
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Posted: 21st Sep 2012 23:17
Cheers Omegamer, consider it fixed for v5.0. i'll be posting an update when v120 goes gold.

Ched80
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Posted: 10th Dec 2012 19:21
Just a bump to say iss5.0 is now up - I know v120 isn't gold yet, but it's pretty near and since it's my birthday today I thought it was a good day to release it into the wild.

Enjoy!

kingofmk98
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Posted: 10th Dec 2012 21:15
Happy Birthday Chad80!

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Donations to the site are welcome. Your donations will be used to upgrade the site. Donations are only 2 dollars.
Pirate Myke
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Posted: 12th Dec 2012 01:14
Thank you for doing this.

It is a great help.

elbow
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Posted: 12th Dec 2012 12:43
Thanks Ched

Your time and effort is appreciated very much.

Eugene
Tax 78
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Posted: 13th Dec 2012 21:18 Edited at: 13th Dec 2012 21:19
@Ched80

Thanks, will be very useful for new scripts

Tax

Sorry but I use a translator
Flatlander
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Posted: 13th Dec 2012 21:58
Just to let you know,

currentweapon was changed to plrcurrentweapon

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Ched80
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Posted: 13th Dec 2012 22:06
Cheers guys and cheers Terry - SC contacted me today about the same command consider it fixed, iss5.1 will be uploaded on Sunday.

Ched80
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Posted: 15th Dec 2012 23:54
Small bump to announce corrected version is available for download in the OP.

ncmako
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Posted: 2nd Jan 2013 04:32
Just want to Thank You Ched80.
These have really been a life saver
BlackFox
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Posted: 2nd Jan 2013 05:57
Ched,

There may be an error in the documentation.

Pg 47- Unofficial FPSC Complete Script Syntax List iss5.0.pdf

+ Code Snippet

Does the value of 1 not set the reset "on" and 0 sets it "off"?


There's no problem that can't be solved without applying a little scripting.
Ched80
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Posted: 2nd Jan 2013 16:33
Good find Black Fox! I've corrected it in v5.2 but I won't upload it for a few weeks just incase anything else is added to v120.

BlackFox
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Posted: 2nd Jan 2013 16:49
Sorry Ched. One more on the same section and command.

You have "RESETGLOBALSONRELOAD".

The source (r737) has:

actword$(AIACTRESETONRELOAD)="resetglobalsonload"

Your command in the PDF should be "RESETGLOBALSONLOAD=x".


There's no problem that can't be solved without applying a little scripting.
Corno_1
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Posted: 16th Jan 2013 17:15
Wow, why I never see this

GREAT WORK and I will definately use it
THANKS


Conjured Entertainment
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Posted: 26th Feb 2013 20:50 Edited at: 26th Feb 2013 21:46
Quote: "I apologize for misguiding anyone, but as for quantity my first assumption was wrong. I wasn't paying attention. This is not an action it is a condition.

Considering it a condition I tested this out by first setting this script line:

:quantity=1:destroy and placing it in the shoot ai.

The character was destroyed immediately.

So, I changed the quantity to 2. I was assuming that the entity would be destroyed when it got to ammo quantity of "2". Didn't happen. Never was destroyed.

The inconsistency makes this perplexing and leaves me with the conclusion, "I don't know what is going on with this.""

Hey Flatlander,
Is it possible that it is a boolean, whereas quantity=0 means the characters ammo is empty, and quantity=1 means that the ammo is not empty???
Not sure why I didn't comment before about this, but the thought hit me when I was reading this again.

Flatlander
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Posted: 27th Feb 2013 07:53 Edited at: 27th Feb 2013 08:56
Wow, Conjured Entertainment. Haven't seen you around for awhile. I'm not visiting as often now either but thought I would check to see what you were up to.

It could be used as a boolean. I started looking at this in the code and will let y'all know.

Addendum #1

It is somewhat confusing at first as it usually is. I believe it is a condition meant for any one of the players weapon. This condition was created very early on and probably in v1.0. I also believe it probably was one of those commands Lee meant to revisit later and probably never did. It definitely doesn't work now and it won't because it has to be associated with a player's weapon. Instead, it always is associated with the entity that contains the script with the quantity condition. So, if you put it in a trigger zone it will always compare the quantity value in the script with 0. If an NPC it will always be compared to 1.

I will continue to look at it later and check out if the variable that the quantity is stored in changes or not throughout the game. I have to add some code to write to a log file for this.

Right now, I would venture an educated guess that this command is dead.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bruce3371
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Posted: 27th Feb 2013 14:41
Quote: "this command is dead."


"No, no, e's uh...e's resting."

Sorry, couldn't resist the Monty Python reference lol

Flatlander
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Posted: 27th Feb 2013 22:32
Quote: ""No, no, e's uh...e's resting.""


I love it. It's been a long time since I have seen anything Monty Python.

I've just started to look at the code again. I think that quantity might instead be the NPC's amount of ammo. As I said before this was a bit confusing trying to look at a hodge-podge of code. I will start testing with log file results. I'm going to start by seeing what happens when the player picks up an NPC's weapon.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Ched80
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Posted: 27th Feb 2013 22:48
Hey guys, don't worry about the "quantity" condition - I figured it out - it is only related to the number of clips carried by the NPC. The syntax list should already say this.

Flatlander
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Posted: 27th Feb 2013 23:25
Thanks Ched80. I see that you are finished with your mobile game?

Quote: "The syntax list should already say this."


I didn't even think to look. It does say that. What is confusing though is that the NPC quantity is 1 even if the NPC is unarmed. I just found that out. Also, there is a place in the code

if entityprofile(entid).ischaracter=1
if entityprofile(entid).quantity=0 then entityprofile(entid).quantity=1
endif

In other words if the entity is a character and if the quantity is 0 it changes it to 1. This is OK because when the player picks up a NPC weapon it checks to see if the NPC actually has a weapon to pick up before adding in the quantity for the player (or adding the weapon) which is based on the clip. I have not found that the quantity is ever any larger than 1. So again, it seems that the condition is useless as the value provided is always compared to one. There's one more thing I would like to check. Just out of curiosity.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Flatlander
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Posted: 27th Feb 2013 23:59
I can't seem to log the quantity at any time that reveals a value greater than one. I give up.

One thing about the condition. It assumes that the entity is a character and it probably should go in the main somehow. Or maybe a shoot script, I don't know. If you put it into the main of a non-character entity the quantity will always be zero for that entity.

I am not sure how one would give the NPC another clip. It's all automatic according to the gun spec (reloadqty). So, basically a useless condition? The NPC will always have 1 clip and it might have a second clip very, very briefly at any one time. In testing one time with the colt45, after I killed the NPC who also had a colt45, I was able to pick up 0 bullets and two clips. This never showed up in my log, however. Reason? Entities were deleted from the grid.

So, "e's resting" but probably can't wake 'im up.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Conjured Entertainment
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Posted: 28th Feb 2013 04:38 Edited at: 28th Feb 2013 04:42
Quote: "Wow, Conjured Entertainment. Haven't seen you around for awhile. I'm not visiting as often now either but thought I would check to see what you were up to. "

Yeah, it has been too long.
I'll be around more often in the near future.
It's good to be back, but I have a lot of catching up to do.
Hence the need to learn the newest scripting conditions/actions.



Flatlander
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Posted: 28th Feb 2013 22:34
Quote: "Hence the need to learn the newest scripting conditions/actions."


Yup, there are a lot of new conditions and actions added for v1.20.

When you mentioned a boolean possibility for the condition quantity I was almost sure that was probably the way it was used; until I looked at the code. It seems that if this is a needed condition it could be made to work. But not with clips but with total amount of bullets left which would include what is in the clip. I'm not convinced that this would be useful for a NPC, however. I could see that it might be useful to use for the player ammo amount left.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.

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