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FPSC Classic Scripts / Level continuing

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JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 31st May 2008 20:26
I've found ot that if u finished previous level with 2 health. It is great sometimes, but is there any way of disabeling it? and about weapons?

And u didnt believe i was russian
Nighthawk 4
16
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Joined: 20th May 2008
Location:
Posted: 31st May 2008 22:00
Quote: ""I've found ot that if u finished previous level with 2 health." "


what do you mean?

this is my rifle, this is my gun,
this one's for killing, this one's for fun.
JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 1st Jun 2008 09:17
like in lvl1 i put radiation. if u runt hru it on sprint in the end u have HP. why it is 2 HP next level in the beginning? not 125 like i put in player start level. another thing that weapons u picked previous level are saved and sent next level.

And u didnt believe i was russian
GOTH 1 SNIPER
User Banned
Posted: 1st Jun 2008 10:08
then place a trigger zone on the player start maker an put
:state=0,plrhealthless=125:plraddhealth=125
something like that i forgot how i did it

Myspace:http://www.myspace.com/DEATH1sniper
Hame Page:http://snipereliteforce.spruz.com/
AMSHNOK!!!
JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 1st Jun 2008 13:03
and about guns

And u didnt believe i was russian
The Silent Ayehika
18
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Joined: 15th Apr 2006
Location: My Home
Posted: 1st Jun 2008 13:31
Guns is hardcoded in the FPSC source i believe,they did make a plrdrop function but it does'nt work.

Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Jun 2008 18:43 Edited at: 1st Jun 2008 18:45
Quote: "then place a trigger zone on the player start maker an put
:state=0,plrhealthless=125:plraddhealth=125"


That will work Goth but that might not be exactly what JunkcMAn wants. This statement checks to see how much health the player has. If it is less than 125 then it will add 125 to the players health. However, this statement will always check for this throughout the level and it will always add 125 when the player gets below 125. To insure that the it will only do it in the beginning , you simply need to add a couple of things. He might want to do it this way:



It will only check when in the zone and when it executes the first line it will go to the next line and this will prevent it from adding health if he happens to go back into the zone.

** We are not Alone **
GOTH 1 SNIPER
User Banned
Posted: 1st Jun 2008 19:35
Ohhhhh

Myspace:http://www.myspace.com/DEATH1sniper
Hame Page:http://snipereliteforce.spruz.com/
AMSHNOK!!!
JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 1st Jun 2008 21:15
damn. this all is not really what i was asking. thanks 4 help flattlander, but it isn,t exactly the thing i was asking to. as the story goes, i need some plrdrop or something. an other question, is there a way of putting video(story) clips between missions. like instead of loading screen?

And u didnt believe i was russian
Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Jun 2008 01:38
Quote: "like in lvl1 i put radiation. if u runt hru it on sprint in the end u have HP. why it is 2 HP next level in the beginning? not 125 like i put in player start level."


This was answered by Goth and myself.

Quote: "that weapons u picked previous level are saved and sent next level."


This was answered by The Silent Ayehika

** We are not Alone **
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 2nd Jun 2008 02:34
for your latest question I'm not sure but I don't think you can. the closest you can get to putting a clip during a loading screen and not in game is Phoenix Sentry's clip insertion BEFORE it loads a level kinda like a intro movie.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 7th Jun 2008 09:37
DAR13 Great. looks like it is right thing 4 me.

And u didnt believe i was russian
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 7th Jun 2008 11:10
@Flatlander

Tut, tut, I'm ashamed of you.....

You do realise that with that script, if the player is only 1 HP below 125, then it will add i25 health to them......

So if the player has, say, 100 health left, he'll then have 225 health.....

JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 7th Jun 2008 13:11
CG right. this is the problem. i don't need like i've jumped hit by 1 HP and now i have 249 instead of 125

And u didnt believe i was russian
Dar13
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 7th Jun 2008 23:21
well could it be like this then?

and I tested it all you have to do is add as many lines as you want with varying health values to suit your needs.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 8th Jun 2008 01:05
Ummm, why not make a "Regeneration Zone" at the beginning of the level, and when the player's health is maxed it'll deactivate, and if the player leaves too early (to try and cheat the system) it'll deactivate.

To do this, you can simply have a check for activation of the zone to be 0, and if it is as well as the player's health being below their max health, then increment their health value by 1. If their health value gets to the proper amount, then activate the zone with a value of 1 (Thus turning off the regen portion of the script). Also, if the player is no longer in the zone, then simply destroy it with the "destroy" command. That'll free up some processing power and it'll keep the player from abusing the regen area.


The one and only,


Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 8th Jun 2008 01:57
Quote: "Tut, tut, I'm ashamed of you....."


Quote: "You do realise that with that script, if the player is only 1 HP below 125, then it will add i25 health to them......

So if the player has, say, 100 health left, he'll then have 225 health....."


I understand what you are saying. And it does make sense. However, I failed to mention that by assigning the player marker a health of 125 it will only give you a maximum of 125 and so even if the player has a 100 health left it will still only allow up to 125. Even if the player has 124 it will at least bring it back up to 125 as juncman wanted.

Now maybe I am not understanding juncman either. It seems to me that he wants a max of 125 in the level. Now, if he wants a higher max but wants to make sure that the player starts out with at least 125 rather than something lower then that is a whole nuther story and probably something that Plystire has indicated would be the way to go.

I'm sorry but I guess I have a real hard time trying to understand the questions and that only causes more confusion. Maybe I should just let those who can understand the issues better answer

** We are not Alone **
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 8th Jun 2008 02:01
Quote: "I'm sorry but I guess I have a real hard time trying to understand the questions and that only causes more confusion. Maybe I should just let those who can understand the issues better answer "


No problem, I hate reading bad English, it hurts my liguisti part of my brain......

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 8th Jun 2008 02:26
Quote: " I hate reading bad English"



Then what are you doing online? In a forum, no less.


The one and only,


CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 8th Jun 2008 11:46
.........

Attempting to help nublets learn how to script.....and failing...

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