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FPSC Classic Scripts / Can this script be made?

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Orrion Carn
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Posted: 8th Oct 2007 21:44
A shield script... When it protects the player for a short time (5 Secs)? I have an idea for a feature in my game and I really need this, or my whole project won't be as good as I would like it to be... Is there a script or something that can do this? I need it to be a weapon, that when you fire, it just protects you instead of attacking enemies... Please help me...

Thanks in advance,
OC


Plystire
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Posted: 8th Oct 2007 22:50
This sounds like one of those ideas that would require a little bit of re-coding the engine in order to allow different gun functionality. (Like your Gravity Gun thought)


The one and only,
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Dammit, Jim! I'm a programmer not a graphic designer!!!
Orrion Carn
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Posted: 8th Oct 2007 23:36
So, can it be done or not... Just a shield... Defending the player instead of firing at enemies.


pigs can fly
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Posted: 8th Oct 2007 23:57
Quote: "So, can it be done or not... Just a shield... Defending the player instead of firing at enemies."

nope, not possible


The Swarm of flying pigs is coming...
Killer&Slaughter Machines Pack too!
Conjured Entertainment
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Posted: 9th Oct 2007 00:22 Edited at: 9th Oct 2007 00:43
Yes it could be done.
Well kinda, I mean you could replinish their health as its lost while they use the shield.
I wouldn't make it a weapon though, just a entity with a hotkey ( :scancodekeypressed=x:state=y ) in the script to activate it.
It could have a semi-transparent HUD to give the player a chance to see it in front of them, while still holding and/or firing their weapon.

You have to have conditions checking the character's health when they activate the shield.
Then depending on the players amount of health they are set to various states.
Each state would monitor the players health and add any that was lost during the use of the shield.
That would be a timer started when the shield was activated.

SO..
if the players health > 350 then goto state 11
if the players health > 300 then goto state 13
if the players health > 250 then goto state 15
if the players health > 200 then goto state 17
and so on

If the players health was 349 then state 13 would check for the health to drop below 300 and if it did then it would add health.
When the timer is up then take them back the the original state and the health will be taken off as usual.

Of course if you had 349 health the shield would leave you at 300, so you lost some health but never over 50 if used in a structure as in the example above.

I haven't tried this, and the engine might not handle those conditions as intended.
In that case you would check for health >50 then goto let's say state 11
Then state 11 could check to see if the health was > 100 and move on, if < then it would so its thing.
The next state would do the same thing and see if it was >150 or if < then do its thing for the 100 to 150 range.

Does any of this make sense?

( would 5 seconds be long enough ? )


Post Script
I like your sig almost as much as attacking a titan.


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Orrion Carn
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Posted: 9th Oct 2007 00:56 Edited at: 9th Oct 2007 00:57
That didn't make much sence... I guess when/if I make a sequal to it, I might have to do it in DBP... Unless TGC releases the Source Code for the engine...

Quote: "I like your sig almost as much as attacking a titan."


Thanks


Conjured Entertainment
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Posted: 9th Oct 2007 02:42
Quote: "That didn't make much sence... "

If I ever get it working (I don't have time to try now), then I'll let you know.
Remind me later, I forget things.

Don't forget to visit Conjured Entertainment
Orrion Carn
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Posted: 9th Oct 2007 03:08
Ok. Drop me an e-mail so I can get back to you to remind you.


Gemstone Games
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Posted: 9th Oct 2007 03:14
Quote: "I guess when/if I make a sequal to it, I might have to do it in DBP... Unless TGC releases the Source Code for the engine..."

Correct me if I am wrong, but didn't TGC do this very thing early on? As I recall, it should be on the downloads part of fpscreator.com.
Orrion Carn
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Posted: 9th Oct 2007 05:05
Huh? Everyones saying that the source code isn't released yet... I'll check it out...


Veron
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Posted: 9th Oct 2007 06:05
Quote: "Correct me if I am wrong, but didn't TGC do this very thing early on? As I recall, it should be on the downloads part of fpscreator.com."


That's the V1 source. We're all talking about the source for the most recent update, v1.07. It's pointless having the V1 source really, you lose all the millions of bug fixes that TGC have been doing in their updates.


Plystire
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Posted: 9th Oct 2007 08:02
@Veron:

Exactly, the only rhyme or reason behind having the V1 source right now is to have a deep understanding behind certain aspects, like script source.


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Dammit, Jim! I'm a programmer not a graphic designer!!!
Butter fingers
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Posted: 9th Oct 2007 12:13
Conjoured, that's very clever, and it would actually work.

Veron
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Posted: 9th Oct 2007 15:27
Quote: "Exactly, the only rhyme or reason behind having the V1 source right now is to have a deep understanding behind certain aspects, like script source."


Yeah, it's good to look over, and so I can port all the new features i've made into v1.07, as soon as it's source comes out.


xplosys
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Posted: 9th Oct 2007 16:13
Quote: "That didn't make much sence... "


It make good sense. The issues are:

How accurate do you need to be? The script can quickly become unwieldy if you try to control the health exactly.

If there is another script using a timer anywhere, it will not work correctly.

Best.

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

Orrion Carn
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Posted: 9th Oct 2007 21:57
How does it make sence? I can't understand it... Could someone put it together for me? I'm learning scripting... But very slowly... I want to learn this slowly so I can understand it...


xplosys
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Posted: 9th Oct 2007 22:02
Well, I don't know about someone doing it for you. I wouldn't spend hours on a script and hud image that I don't need, and just for one person. Perhaps you should make this one after you learn more about scripting. Try to start with something easier. If your entire project depends on this one script, then you may want to take more time planning out your projects.

Best.

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

MR12
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Posted: 9th Oct 2007 22:33
What I mean't was could someone make a script off of Conjured Entertainment's idea?
Orrion Carn
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Posted: 9th Oct 2007 22:37
Sorry... I was logged in as another user...

So, as my next(Accidental) post will say: Couldn't someone just take Conjured Entertainment's idea and make a script? Or what?


Plystire
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Posted: 10th Oct 2007 01:46 Edited at: 10th Oct 2007 01:50
Orrion, you're missing the point. No body is making it FOR you right now because of the same reasons they don't allow cheating in classrooms...... You won't learn anything that way.

Try doing some scripts on your own and see how they work out.


The one and only,
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Dammit, Jim! I'm a programmer not a graphic designer!!!
Orrion Carn
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Posted: 10th Oct 2007 01:49 Edited at: 10th Oct 2007 02:00
Ok... Sorry... So, I'll start reading some guides and try making this script myself... If it doesn't work... Would you guys help me with it? Like help me troubleshoot it?

Edit: I looked and it's not needed... But a grenade launcher... That I can just copy the script right?


Plystire
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Posted: 10th Oct 2007 01:50
Troubleshooting we can do, as long as you're learning we're willing to help.(Or at least, I am, lol)


The one and only,
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Dammit, Jim! I'm a programmer not a graphic designer!!!
Orrion Carn
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Posted: 10th Oct 2007 02:05
Ok... but if you look at the edited post... You'll see:


Plystire
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Posted: 10th Oct 2007 03:50
Grenade launcher... Hmmm... I believe one of the model packs offered on the FPSC homesite has those. And yes, I'm sure you'd be able to rip the scripting right out of them and use it for your own home-made launcher.

Or, if you ask nicely in a new thread... perhaps someone can provide you with one. (I would, but I don't have it)


The one and only,
~PlystirE~

Dammit, Jim! I'm a programmer not a graphic designer!!!
Orrion Carn
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Posted: 10th Oct 2007 05:14
Yeah... Thanks for the advice.


Veron
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Posted: 10th Oct 2007 13:14
MP6 has a timed and an impact grenade launcher.


Orrion Carn
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Posted: 10th Oct 2007 21:22
Cool. I might use that script.


fata error
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Posted: 10th Oct 2007 21:36
i think it works like this

plrhealth=-x
plrhealth=+x
Orrion Carn
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Posted: 10th Oct 2007 21:40
What? The shield script? I found I can don't need that in my game.


Conjured Entertainment
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Posted: 11th Oct 2007 03:22 Edited at: 11th Oct 2007 03:27
Quote: "Conjoured, that's very clever, and it would actually work."

Yeah, I have told people how to do alot of things here in the forum. (I had a combination lock before scancodekeypressed)
If I ever get off my lazy butt and use them in a game, then maybe I can get a badge too.


I have two problems preventing me from doing this for you right now Orrion.
1) I don't have time, my CIS 499 is a beast. (25 page paper the first week)
2) I can't use FPSC right now because I already upgraded to Vista, and the x9 version won't work right for me.
I'll have to wait for X10, and I have to wait for my classes to end.
Then, I can get to work with FPSC full time, and start posting scripts on the forums again.

Don't forget to visit Conjured Entertainment
Orrion Carn
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Posted: 11th Oct 2007 21:32
Sorry for going off topic here:

When can I get these animations:




Plystire
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Posted: 12th Oct 2007 09:43
Quote: "When can I get these animations:"


Whenever someone goes and makes them for you, or you go and make them.


The one and only,
~PlystirE~

Dammit, Jim! I'm a programmer not a graphic designer!!!
Butter fingers
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Posted: 12th Oct 2007 18:35
they are already in there. it is one frame of the climbing animation.

open the colonel X FPE file in the entity bank and add a line at the bottom saying

anim92=169,169

then create a script that says

State=0:anim=92

make sure he doesn't have a weapon.

the animation might be WAY jumpy, you'll just have to fiddle with the 2 values in the "anim92=" bit.

(don't forget to delete the colonelX DBO and BIN files, or the line you've added to the FPE won't work).

Any no you can't have a clearer explanation. I don't have time.

Quote: "Whenever someone goes and makes them for you, or you go and make them."


Well, technically, TGC already made the animations of him. THey are part of every stock character. You just have to know how to access them through FPE and FPI editing.

Orrion Carn
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Posted: 13th Oct 2007 04:05
Thanks.

I have another question... How do I make a dds... I tried renaming the extention... It worked once... then, nothing...


Plystire
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Posted: 14th Oct 2007 14:44
You don't mae the dds files, FPSC will create them on run-time. just delete the ones you were editing the fpe or fpi for, then test your game in FPSC and it will create them.


The one and only,
~PlystirE~

Dammit, Jim! I'm a programmer not a graphic designer!!!
Orrion Carn
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Posted: 14th Oct 2007 18:48
Hmm... That doesn't make much sense... Do I have to make it a script?


Plystire
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Posted: 16th Oct 2007 08:13
No. DDS files are not scripts. They are media related. Don't mess with them if you are not altering the media.

Btw, scripting does not count as a media file.


The one and only,
~PlystirE~

Dammit, Jim! I'm a programmer not a graphic designer!!!

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