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FPSC Classic Scripts / Disable SaveGame action {question}

Author
Message
3Dmajid
16
Years of Service
User Offline
Joined: 16th Dec 2007
Location: IRAN / TEHRAN
Posted: 25th Apr 2008 12:46
In a FPSC game , you can to save you'r game by F5 but i want to disable F5 and only put some CheckPoint for my game.Can to disable F5 ?

The life is standby ... So decide for you'r target and then you'll see that you are arrived and get it.
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 25th Apr 2008 15:13
Yes there is but I believe it is F6 that saves the game; not to be nitpicky here. I will get back to you on that. It involves making changes to the setuplevel.fpi settings after you build the game.
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 25th Apr 2008 18:21 Edited at: 25th Apr 2008 18:21
Open up "setuplevel.fpi" and locate this line in the "Main Game" section:



That's the one that quicksaves your game when you press F6. To get rid of it, simply put a semicolon ( ; ) at the beginning of the line.


The one and only,
~PlystirE~

3Dmajid
16
Years of Service
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Joined: 16th Dec 2007
Location: IRAN / TEHRAN
Posted: 29th Apr 2008 18:46
Thanks a world.

The life is standby ... So decide for you'r target and then you'll see that you are arrived and get it.
Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 22nd Jul 2008 22:17
I was just thinking. If the scripts arnt compiled in anyway, anybody can just edit them and cheat the game. Is there anyway around this?
Airslide
20
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 22nd Jul 2008 22:21
At the moment, the best option is vishnu or phoenix. They'll protect the rest of your assets too.

I've been thinking about making a script compiler for AirMod SE - not the normal version of AirMod, because it'd be too easy for someone to write a decompiler having seen the source to read in the compiled script. I figure it wouldn't be hard to get it to work like torque, where it compiles non-compiled scripts when it opens them and always looks for a compiled version first. Since FPSC already reads in the scripts and stores them in a comparatively simple form, it shouldn't be hard to take that already-parsed data and store it (and maybe encrypt it).

Sorry, I'm rambling again.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 23rd Jul 2008 00:59
I've had that same thought... I even mentioned it to Lee in an email a while ago.

When you think about it, if you compile the scripts when building the game, the scripts won't NEED to be parsed and will save loading time. That was my vote for optimisation to Lee.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.

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