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FPSC Classic Scripts / brekpoint in a fpi script???

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JoeSan
17
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Joined: 15th Aug 2007
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Posted: 23rd Aug 2007 11:38
I am used to all computer languages from C to Java and to see if your code has reached a certain point you create a "breakpoint" a kind of a pause if possible with a message saying "I'm her" or som'ng like that.
I've bee writing a relatively short fpi script and I seem never to reach a point ......
Do you have an idea on how to do that?
thanks
JoeSan
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Posted: 23rd Aug 2007 16:11
Maybe I didn't express myself corrrectly above.
Let's say I write a script as follows:

An item is found (say a battery), the HUD shows "Press Enter to pick up"
Next I would like to show another HUD message (say after 2 secs or after player is further out) "You need 2 more items".

My script shows the first HUD but never the second, so I dont know if the script is going to my next lines containing the second HUD message, therefore a kind of something a sound, a screen message, whatever, to know if I have reached the point or not.

That's what we called breakpoint.
Can it be made?
jeffhuys
18
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Joined: 24th May 2006
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Posted: 23rd Aug 2007 18:41
DarkBASIC Pro has it, but you can make PLRSOUND=x at the "breakpoint"... Try that.

-Jeff

Legend of The Beast WIP...
You're the 'th to view this signature!
JoeSan
17
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Joined: 15th Aug 2007
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Posted: 23rd Aug 2007 20:19
Thank you Jeff. In the meantime I implemented something similar: I write an statement like plrhealthless=-100 and I can see it on the screen. It works.
What I can't make work is my script. All I want is a script such as the standard 'pickupkey.fpi' but after the plr picks it up another message follows saying: "You need 2 more keys"

I have spent hours, believe me, and the second message never appears. PLEASE HELP !!!

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