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FPSC Classic Scripts / Problems with my HUD's....

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CoffeeGrunt
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Location: England
Posted: 16th Mar 2008 03:37
I recently started making a shop script using Plystire's mod, and I've had troubles with it showing a big weird eyehud, instead of my intended Shop HUDs.....

Here's my script code, I really need to get this working for my new game....


Please help me...

Pride
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Posted: 16th Mar 2008 17:42 Edited at: 16th Mar 2008 17:43
Coffee grunt...scripting problems...?! Where's my apocalypse?

Here, it looks like there's no trigger to even show the huds. If you need this script for a trigger zone, here:



That makes it when the player is in the zone, it shows the HUDs and when he is out, it fades them out.

CoffeeGrunt
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Posted: 16th Mar 2008 17:53
Yeh, the trigger comes later, I left that part out.....

The thing is, I get that Eye-HUD thing instead.......which is annoying, the file paths are right, I just dunno what's wrong....

Sorry, Jesus came....No Apocalypse now...

Pride
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Posted: 16th Mar 2008 17:57
Heh...

I also had a problem with the HUD appearing, but I never got an EyeHud before... It boils down to your images being corrupted/messed up or some error with Ply's Mod...

Plystire
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Posted: 17th Mar 2008 22:19
Here's a couple things for you:

- HUDHIDE should always equal "1" and not the name of the HUD.

- Try using "hudimage" in place of "hudimagefine"


Other than that, it's probably another quirk with FPSC's HUD system. Many people ahve run into this issue (including myself a couple times) and it is very annoying indeed.


The one and only,
~PlystirE~

Pride
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Posted: 18th Mar 2008 21:07 Edited at: 18th Mar 2008 21:08
...or you could try hudunshow, it hides the specified HUD. So, hudunshow=HUDNAME.

It sounds stupid and primitive, but it works...

[/href]
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Plystire
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Posted: 19th Mar 2008 05:38
That would work, MeZo, if:

- hudunshow was designed to work with HUDs that are not yet created, but instead are still in the process of being set up.

- ..... something else. Uh, I lost my train of thought.


Anyway, hudhide was made for the purpose of making a HUD hidden by default once it was finished being made (the purpose that coffee grunt needs in his script), whereas hudunshow was designed to hide a HUD after it was set up and already functioning.


The one and only,
~PlystirE~

Pride
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Posted: 19th Mar 2008 16:29
Ah, thanks for clarifying.

Oh, I see. Okay, thanks Plystire. I still find it strange that an EyeHUD appeared instead of your HUDs...

[/href]
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Flatlander
FPSC Tool Maker
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Posted: 19th Mar 2008 21:31
I had this same problem recently. It seems that if there is either too much code or too may huds in one script this might happen. I had tried just about everything. I have had some complex dialog routines in my scripts. I have a character that tells the player he has to find and pickup 5 different objects. After picking these objects up the player needs to come back to the character for further instructions. I created a routine in order for the character to say something smart if the player comes back without finding anything or just finding 1,2,3, or 4 of the objects. Well, I started getting the evil eye (that's what I called it) that filled the whole screen instead of the dialog huds. I tried everything. I finally decided to start cutting back on the new huds I added; especially since it was working before adding those huds. I had five new huds I had added and when I cut them back to two it finally worked OK.

However, I had some complications in checking this out because the first go around, I had gotten rid of all the new huds and it still was doing this. So, I figured the problem here might have been in the fact that if nothing has changed dramatically, the 'test' uses the DBO and DBU files previously created. Since I was not sure if there is a flag that could be set to always create a brand new DBO/DBU, I would just paint a one tiled room somewhere else on the map. Instead of creating more rooms after each test, I would just simply delete the room, create, delete, so on and so forth until I didn't need to do that anymore. Anyway, it is fixed for that particular script. I at least have two huds that tells the player to continue looking if he/she comes back too soon.
Pride
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Posted: 19th Mar 2008 21:57
Wow, that's off. In some of my scripts, I have about 14 consecutive HUDs at once and no errors came up. I had modified Butter's VDS to make for slime splats on the screen. Odd error the two of you have...

"I hope all of you go straight to heaven so I don't have to deal with you again in hell!"
--MeZoFoRtE
Plystire
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Posted: 19th Mar 2008 22:34
It may have been some ever so slight mistake in your script.

I've been able to load in tons of HUDs into a single script file, had over 20 different states, and I never had a problem with it.


The one and only,
~PlystirE~

Flatlander
FPSC Tool Maker
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Posted: 19th Mar 2008 22:36
Well, that's FPSC for ya.

I've had other really strange behavior as well when I was going to give up on FPSC altogether. This was sometime ago and after uninstalling everything, deleting all paths and folder and as well as deleting all references to FPSC in the window's register, I reinstalled everything and so far so good. I have been very reluctant to use 3rd party exe install files however, although I'm not sure that was the eventual cause. I no longer have as many models as I had at one time.

So, who knows? Perhaps only the shadow knows.

You may be on your own CG and do whatever it takes to work through it.
CoffeeGrunt
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Posted: 21st Mar 2008 17:19
Hmm....I'm loading 3 HUDs, with a 25 line script, yeh, it's a complex one......

I'll upload it here, to see what else is wrong, I've edited it as you helped me to, (and as Ply told me to in his IGD PM to me ), and I still get the "Evil Eye"......

It's a biggie:


Plystire
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Posted: 21st Mar 2008 23:45


This line should be setting the state to 1 and not 0.


Other than that, I got nothin'. Looks clean to me.

One more thing you can TRY (with as much sense as it DOESN'T make, just try it) is renaming your HUD filenames, as well as the name you give them in the script.


I recall Nickydude found the error to his "Evil Eye", so perhaps you can contact him about this one.


The one and only,
~PlystirE~

CoffeeGrunt
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Posted: 21st Mar 2008 23:56
Ok, thanks.....

After I sort this out, I'm ready to roll with that "thing" you asked me to do for you......

Also, would you like me to keep it hush,hush, or make a WIP thread about it?

Plystire
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Posted: 22nd Mar 2008 00:09
I think a WIP can wait until you have a few areas mapped and working correctly.

I hope Nickydude will be able to help you with your script, but if it turns out that he can't, I'll try to make a completely new script for you with the HUDs that you're trying to use. (So, if it comes to that, you'll need to supply me with those images)


The one and only,
~PlystirE~

CoffeeGrunt
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Posted: 22nd Mar 2008 00:16
Ok, I can upload them now for you if they want......

They're nothing special, just something I made in 20 minutes, (that's fast for me, my 2D art skills suck soo bad).....

Nickydude
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Posted: 22nd Mar 2008 18:04 Edited at: 22nd Mar 2008 18:05
;Header desc=Shop Script, test version 0.8 [requires Ply's Variable Mod]

That's the problem right there.

Another one for the guide me thinks.

Plystire
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Posted: 23rd Mar 2008 00:59
Hmmmm, interesting.

It was to my knowledge that the "desc" was an optional part of a script.

But, if it makes it work, looks like I was wrong, and good to know!


The one and only,
~PlystirE~

CoffeeGrunt
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Posted: 23rd Mar 2008 15:28
Still a dud......

I dunno what could be causing this, so I'm uploading all of the files, HUDs, scripts, etc to you......please help me work out what's wrong.....


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Plystire
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Posted: 23rd Mar 2008 18:22
I'll see if I can find some time today to look at it.


The one and only,
~PlystirE~

CoffeeGrunt
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Posted: 23rd Mar 2008 21:32
Thanks again mate......


Plystire
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Posted: 23rd Mar 2008 22:44
Hmmmm... looks like in your Shop script, you try to load up "myshop.dds", but I can't find that file. The only pictures I can find are: Main.dds, Weaponry.dds, and HealthShop.dds


Also, you may want to watch your capitalization, if at all possible, it's always best to keep things consitent, do either rename the files to be all lowercase, or make your scripts adhere to the upper case letters.


The one and only,
~PlystirE~

CoffeeGrunt
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Posted: 24th Mar 2008 00:01
Hmm...I think that's 'cos I renamed the main shop window after you told me not to use main...I'll go check....

Hmm...I must have forgot to change the files in my Manguagebank directory....re-testing now....


Paul112
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Posted: 31st Mar 2008 12:29
I've not got time to play with your script, but in your main.fpi file, you have:
Quote: ":state=2,scancodekeypressed=14:state=0,hudunshow=shop"


By calling state=0 again, FPSC will try to create new HUDs with the old HUD names, which to my knowledge creates the red eye HUD error by default. It's FPSC's way of handling HUD problems.

I created the same error once by calling the same script twice in the level. Be careful of calling the creation of the same HUD more than once.

Paul
Plystire
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Posted: 31st Mar 2008 22:04 Edited at: 31st Mar 2008 22:05
Quote: "


This line should be setting the state to 1 and not 0."


Did I not say that like... 10 days ago?

Dammit, CG! You weren't listening to me!


The one and only,
~PlystirE~

Paul112
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Posted: 1st Apr 2008 18:03
Sorry Ply, didn't realize you'd already mentioned it, my bad.

Paul
CoffeeGrunt
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Posted: 7th Apr 2008 14:23
Woops....forgot to change that in the script's I uploaded....

I'm still stumped on this, but can't make any progress since my FPSC PC's on the fritz....


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