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FPSC Classic Scripts / Maximum ammunition Reserve

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17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 1st Feb 2008 17:36
Why doesn't some one edit the fricking source code to make this happen
i dont think it will be any more than 5 line4s of code such as-

psuedocode
Maximum ammunition:
dimension a variable for maxammo eg MaximumClips
If Maximumclips = Maximumclips then
Printmessage "Max ammunition reached"
Loop

something like that i dont write in dark basic
please some one do this for everyone and ask FPSC to add it to their updates.

jamie
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 1st Feb 2008 19:07
Sorry, not possible....

Slayer_2
18
Years of Service
User Offline
Joined: 18th Sep 2006
Location: Anywhere I feel like
Posted: 1st Feb 2008 23:01
LEEEEEEMMMMURRR V2! *A Lemur swings in and punches the old FPSC in the face* Ta-da all your request problems are solved! (Excepting dumb ones like vehicles, I mean you have 40X40X20 segment squares, this ain't Crysis 2!)

[img][/img]
Go to Elite OPS Terrorstike in the Showcase.
Keo C
17
Years of Service
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Joined: 3rd Aug 2007
Location: Somewhere between here and there.
Posted: 2nd Feb 2008 00:57 Edited at: 2nd Feb 2008 00:57
Quote: "Crysis 2!*"

*Crysis 2 may require 10 Nvidia cards in SLI.


Image made by the overworked Biggadd.
Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 2nd Feb 2008 11:59
Anything is possible,
What the hell is the point in a game maker that isn't flexible?
i dont write in DarkBasic but if some one did and put their mind to it they could come up with it.
Just the same way you make max health.
but a variable in item placement or a part in the game compiler max ammo for the weapons you choose.

jamie
Slayer_2
18
Years of Service
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Joined: 18th Sep 2006
Location: Anywhere I feel like
Posted: 4th Feb 2008 23:14
So you're the one who has been sending me silly emails with questions easily answered in the Lemur V2 thread! Argh, please stop, FPSC isn't Snadbox 3.

[img][/img]
Go to Elite OPS Terrorstike in the Showcase.
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 5th Feb 2008 08:55
You know, I find it funny that he thinks the source code is easy to read.

Here's what it would most LIKELY look like (in psuedo-code):


You get the idea...

Look, man, if you think it'd be as easy to do as what you gave, then why not go "put your mind to it", learn how to code in DBP (it's not very hard, honestly), and alter the code yourself. You don't even gotta buy DBP, just code it in Notepad and find someone who does have DBP to compile it for you! It couldn't be too hard.


The one and only,
~PlystirE~

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17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 12th Feb 2008 19:17
plystire can you compile it for me ?

jamie
Insert Name Here
17
Years of Service
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Joined: 20th Mar 2007
Location: Worcester, England
Posted: 12th Feb 2008 19:25
... Compile pseudo code?


This image is purely work in progress.
Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 12th Feb 2008 19:28
no well um im already learning a language code at school but i would liek some one to make maximum ammunition clips like you cant hold more than you specify.

jamie
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 12th Feb 2008 21:44 Edited at: 12th Feb 2008 22:05
Quote: "Maximum ammunition Reserve"

Just right click your player marker and set the ammo quantity to a high number like 100000
Surely one hundred thousand clips would do, if not then you might want to consider a surrender.
I don't see the problem in placing ammo in the map to reload the player.

OOPS... I misunderstood him at first. He wants to limit the amount of ammo the player gets.... my bad.

This is easy, just don't give them any ammo to pick up and they can't get more.
Dude, this is where good design comes into play... you have to strategically place the ammo so the player has just enough.
Not too little, not too much. Then if they get trigger happy it is their fault they ran out.
This is done with the careful placement, and a max amount is not really necessary for the engine.

                   

Quote: "Anything is possible,
What the hell is the point in a game maker that isn't flexible?"

I agree, and I think once you learn how to use FPSC, then you will realize how flexible it really is.

Don't forget to visit Conjured Entertainment

Changes
17
Years of Service
User Offline
Joined: 7th May 2007
Location: Scotland
Posted: 13th Feb 2008 11:43
Yes but the point is im gona have 9 weapons in my game and what if they save up loads of glock and smg ammo then they go triger happy.
every game i have played exept stalker which the ammo is based on weight you can carry all has maximum ammunition counter such as hl2 fear rainbow six. so why cant fpsc have it?

jamie
Keo C
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Somewhere between here and there.
Posted: 13th Feb 2008 18:23
Quote: "so why cant fpsc have it?
"

It can, but it's not in an offical update yet. Wisely place your ammo and they can't save it all up anyway.


Image made by the overworked Biggadd.

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