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FPSC Classic Scripts / is there a way?

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DB newbie
19
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Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 9th Apr 2007 17:28
hey i wanted to know if...because im making a zombie game that when you get hit by a zombie a timer starts and you have like 30 seconds to find an antidote and if you do the timer stops and you survive


Come see the WIP!

xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 9th Apr 2007 17:43
Yes.

In the zombie attack script, when he does damage to the player, you start a timer. I guess you would want to display this timer on the screen so you would need to write the code to display the proper number at each increment of the timer. If the timer completes you subtract 500 from the players health, killing him, or you subtract a portion of health at each timer increment.

Make the antidote a pickup and in the pickup script you play a sound, reset the timer and add 500 to the players health.

Done right it would take a lot of code and probably eat up some FPS, but yeah, it can be done. It's not something someone is going to want to tackle for you unless they need it too, probably.

Best.

I'm sorry, my answers are limited. You must ask the right question.

vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 9th Apr 2007 18:09
Instead of a timer display with different numbers showing as the timer decreases, why not make a .gif image to make the task a whole lot simpler. Although, if I remember correctly it is quite hard to implement .gifs into FPSC, good luck with it anyway.

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 9th Apr 2007 20:22
Xplosis is right, except that with that technique, killing the zombie will also deactivate the timer.... therefore meaning you won't have to collect an anitode, jsut kill a zombie.

perhaps it would be better to do this:

in the setuplevel.fpi script, add the lines



ok, so now make sure that a zombie does 51 damage in an attack.

this means that the timer is autonimous (separate) from the zombie, and therefore will continue even if the zombie is killed. your antidote must restore the players health to 500 for it to work.

with regards to
Quote: "Although, if I remember correctly it is quite hard to implement .gifs into FPSC"

I'd ignore it. It's innumerably hard to implement an animated gif into FPSC as the filetype isn't supported.

vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 9th Apr 2007 22:05
Quote: "It's innumerably hard to implement an animated gif into FPSC as the filetype isn't supported."


What was the file format that sinnisoul used for the camera HUD then? Just out of curiousity

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 10th Apr 2007 03:07
that'd be the
command I believe.

vorconan
18
Years of Service
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Joined: 4th Nov 2006
Location: Wales
Posted: 10th Apr 2007 16:43
ah, makes a lot more sense than my previous ideas (goes away and kills himself for making such a bad mistake)

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 11th Apr 2007 04:54
This is like my Poisonous Cactus & Antidote scripts in my Add-On pack at my website.

I'm sure those scripts might help if you want to modify them.

Don't forget to visit Conjured Entertainment
BIG computer geek
19
Years of Service
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Joined: 22nd Jul 2005
Location: Manchester, UK
Posted: 12th Apr 2007 23:13
heh, you may want to re-textur them, but anyway nice script

I got placed on that post review thingy

SO WHAT IF I HAD TOO MUCH SUGAR!

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