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FPSC Classic Scripts / Invalid Commands?

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Gamer X
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Posted: 23rd Aug 2008 05:42
I was just looking through the current Command archive and Script archive and notice that the command "strafe" seems to be incorrect.
In the scripts, the command is put in as "strafe=x".

My questions are:
1. Has this been brought up before?
2. If 1 is no, Then has anyone noticed this?


Flatlander
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Posted: 23rd Aug 2008 13:20 Edited at: 23rd Aug 2008 13:32
You are right. I hadn't noticed but Lee's strafe10.fpi uses a strafe=x:




However, there is a definition for "strafe" without it being assigned a variable. I had gotten this from Wikipedia (Yes the command list is in there).



This indicates that there has to be a "previous value" to work with. So, I wonder if both are correct?

There is also the "choosestrafe" command:



This chooses the direction.

If all of these commands are valid, I am not sure exactly how they are used together. Lee doesn't use them together. I am going to check Bonds characters and see if he uses strafe in any way.

Addendum:

I just added "strafe=" to my command list in FPI EditPad using the "Add Commands to FPI List" function. I didn't have it there before because there was no initial command definition for this. You can get FPI EditPad here:

http://forum.thegamecreators.com/?m=forum_view&t=129738&b=23

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 23rd Aug 2008 21:21
Strafe=X

The X is an angle based upon the angle that the entity is already looking, it's basically the direction from the entity that they should be strafing to. So if you gave it "strafe=180", then they should technically be strafing backwards.


The one and only,


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bond1
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Posted: 23rd Aug 2008 21:29 Edited at: 23rd Aug 2008 21:30
Plystire, I love you. I suspected something like that, but now this will save me a ton of trial and error.

----------------------------------------
"bond1 - You see this name, you think dirty."
Frankie Pawnage5
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Posted: 23rd Aug 2008 21:35
Quote: "Plystire, I love you. "

Bond1, I love you cuz your models are insane.

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
xplosys
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Posted: 23rd Aug 2008 21:55
Get a room.

CoffeeGrunt
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Posted: 23rd Aug 2008 22:28
...far away.......

Seth Black
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Posted: 23rd Aug 2008 22:30 Edited at: 23rd Aug 2008 22:31
:::::CHICKA-CHICKA-BAUM-BAUM::::

(LOL)


Frankie Pawnage5
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Posted: 24th Aug 2008 00:28
lmao

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
Plystire
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Posted: 24th Aug 2008 01:35
*LOCKED*




Glad I could help, bond.


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Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Gamer X
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Posted: 24th Aug 2008 17:33
I am going to this simple. The only way I found this was by examining the Phoenix AI. This change has also made into the next ally script, V6 not released yet.

glad I could be of some help.


Hybrid
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Posted: 24th Aug 2008 19:04
But how do these three commands link together?

Plystire
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Posted: 24th Aug 2008 21:29
three commands?

I only see two: "strafe" and "choosestrafe"

Strafe should be able to be used like this:




Or something to that effect.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Flatlander
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Posted: 24th Aug 2008 22:26 Edited at: 24th Aug 2008 22:27
There is also a strafe=

Lees definition for Strafe=

STRAFE=X - X is a value that deterrmines the direction and distance the character should move sidewasy.

Lee's definition for Strafe


Strafe performs the previously chosen strafe to avoid the character.


Lee's definition for Choosestrafe

CHOOSESTRAFE randomly selects a strafe direction (ie left/right/forward)



So is "strafe=" not used at all with the two used in your snippet, Plystire?

I'm still not sure I understand the use of these two commands. I do understand the use of the "strafe=". However, I have not seen the other two used before.

I will test that code in place of Lee's strafe fpi and see what happens, if anything.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 25th Aug 2008 03:21
From what I've gathered, if no value is given to the strafe command (not giving it an "=X"), then during the movement routine, it will utilize the previously chosen strafe from the choosestrafe command.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Flatlander
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Posted: 25th Aug 2008 04:26
My take after playing around with it some is that choosestrafe simply chooses a direction. However, I found that it will make the enemy do some strange moves when used with the other two commands. It seems to me that you assign a value to strafe= and when the command strafe is encountered it will use the same value as the previous assignment. For example I modified strafe10.fpi. See code snippet. Go to the state 10 and you will see that I randomly assign strafe to different values and then also randomly used just strafe, so whatever value was assigned just prior to that it should use it again. I assume. I also changed

:state=9,plrcannotbeseen:state=10

to

:state=9,plrcanbeseen:state=10

just to add a lot of movement.

From what I've seen in using choosestrafe (maybe one needs to place it just right) is that the enemy will turn away from the player and yet is still firing the weapon. An odd move.



Give this code a shot (no pun intended), put the enemies health to 500. I used the characters from SciFi with a heavy weapon. The enemy seems to be moving all the time with this.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 30th Aug 2008 18:11 Edited at: 30th Aug 2008 21:18
Found another command that is different.

in the list of commands
"plrcanbeseen"

in the fpi script shoot10
"plrcanbeseen=x"

pic attached to show you what I am talking about.


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Flatlander
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Posted: 30th Aug 2008 19:25 Edited at: 30th Aug 2008 19:29
Hmmmm? I wonder what it means by being equal to 46? Also, I wonder then if there are two commands: one that needs a variable and one that doesn't.

The 46 is an odd number in a sense. Especially if it represents the distance the player is from the entity. You'd think 50 would have sufficed. Well, maybe Lee tweaked it and is better with that number.

Gamer X have you tried testing it with different values? Maybe we can try it at first for player distance and see if it makes any difference.

BTW, thanks for using and showing off FPI EditPad.

Addendum:

I just noticed that Lee didn't use the command requiring a variable in the strafe script. Apparently there are two types. For those who have FPI EditPad you can add the command PLRCANBESEEN= to the command Condition's list. The description I will probably use is "Uknown use," until I figure it out.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 30th Aug 2008 21:22
I have not tested it yet but now I wonder if there is a
"plrcannotbeseen=x"


Flatlander
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Posted: 30th Aug 2008 21:57
I wonder, wonder, who, who, who wrote the book of love. OK, wrong song but same dance.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 30th Aug 2008 23:32
I came across this back before the V1.07 source was out and I was altering that command in the V1.0 source.

It is a legacy implementation... it will still work, but has been outdated.

Basically the value given effects the entity's line of sight for detecting the player. Mainly elevation from the entity.

I found that using "plrcanbeseen" by itself is the best way to go and doesn't cause a headache when trying to mathematically calculate the proper value to give the command... when it will only slightly improve the effectiveness of the outcome.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Flatlander
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Posted: 31st Aug 2008 00:43 Edited at: 31st Aug 2008 01:52
Thanks Ply. Now I don't have to mess around testing it. Line of sight, eh? Lee, your being too technical? Distance would have been easier.

Addendum for Plystire:

Correct me if I'm wrong Ply but would this be similar to the "View Cone Angle" in the AI Scripts parameters? Perhaps that is why it became obsolete. If it is the same, I wonder what would take precedence the value placed in the parameter for the character or the script that contains a value?

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 31st Aug 2008 02:20 Edited at: 31st Aug 2008 02:23
found a couple more commands

found in the lift script and Nickydude's guide:

playerassociated
unassociateplayer
associateplayer

found in the fps creator manual and fpi editpad list:

plrass=x
plrnoass=x

Now my questions are:
1. What are the variables used for in the ones found in the manual?
2. Why do they provide the same functions?


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CoffeeGrunt
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Posted: 31st Aug 2008 02:39
plrass? I'm pretty sure he has one.....

Flatlander
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Posted: 31st Aug 2008 05:44
CG

Gamer X, I always wondered that myself. Haven't a clue.

As far as

playerassociated
unassociateplayer
associateplayer

I had no idea they were there because I never looked at the script. It was there and it worked.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 5th Sep 2008 23:34
As far as I know from what I see

playerassociated
unassociateplayer
associateplayer

are the commands to use when making lift scripts

plrass=
noplrass=

where never used in any scripts.

@CG

HAHAHAHAHAHA Very Funny


meteorite
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Posted: 7th Sep 2008 22:16
Quote: "Basically the value given effects the entity's line of sight for detecting the player. Mainly elevation from the entity."


PLY! Do you know what you've done? You've solved my problem! Remember the version of the stealth script I made where you could only be seen if you ducked, and how we couldnt figure it out? Bingo!

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
Plystire
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Posted: 8th Sep 2008 05:23



No way....


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gamer X
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Posted: 8th Sep 2008 06:15
Here is another scripting command that was different from the start.

In FPI Editpad and the appearnofloorlogic.fpi
"floorlogic"

In the FPS Creator Manual and in the ocfpscguide
"floorlogic=x"

obviously the first is to be used, but why one with variable?

Zip containing pics of my findings attached.


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Plystire
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Posted: 8th Sep 2008 06:50
That command does not use a parameter according to the source.

I'm not sure why they thought a parameter would be useful, though it may have been a mistake when writing the manual.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Nickydude
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Posted: 8th Sep 2008 17:34
Quote: "In the FPS Creator Manual and in the ocfpscguide"


Changed.

Plystire
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Posted: 16th Sep 2008 05:34
In case anyone was wondering, I came across the "plrcanbeseen=46" thing a while back. I made a thread asking about it, but when someone thought the "=46" meant it took the player's clothes off... I decided to find out for myself and made this thread:

http://forum.thegamecreators.com/?m=forum_view&t=115657&b=23

Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gamer X
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Posted: 9th Nov 2008 16:35 Edited at: 9th Nov 2008 16:35
Found an incorrect definition of "plrfreeze=" in both fpieditpad and ocfpscguide. PICS ATTACHED

Instead of asking what dose it really do I found out my self by examining meleefrosthit.fpi

correct definition (made from testing I have done on the command)
"plrfreeze=x freezes the player for X milliseconds"


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Plystire
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Posted: 9th Nov 2008 21:36
Nice! That'll be handy to know!


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gamer X
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Posted: 10th Nov 2008 04:42
to go along with plrfreeze,

"plrdisable" is also incorrect in form and definition.

through testing I found out the command is actually "plrdisable=x"

I define the command as

"plrdisable=x freezes player and disables all controls for x milliseconds"

PICS attached along with an example script.


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Gamer X
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Posted: 14th Nov 2008 01:02
I was working on a script to have a character send the player back to a jail cell if he is seen... Well I decided to try to combine the teleport script with a pace script.

This is what I found to my surprise.

"plrmoveifused" (transportifused.fpi)

This command is listed as "plrmoveifused = x" (fpieditpad, ocfpscguide, and fpsc manual)

Pics Attached of findings


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Gamer X
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Posted: 15th Dec 2008 14:33
Again I have found another command that you all should know is inconsistent.

MOVETOTARGET

In the Shootclose10.fpi it is read MOVETOTARGET=X.

While in the official communities guide, FPS Creator Manual, and The description given in FPI Editpad all say movetotarget - moves to the target.

I have no Idea what this command with the variable means. I will do some testing on my own, but it will help if anyone can tell me why it has a variable.

PICS ATTACHED OF FINDINGS


(: Supporter and proud user of FPI Editpad

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Plystire
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Posted: 15th Dec 2008 22:38
If you supply it with a 0, it will act much like the "MOVEFORE" command, however supplying it with a 1 will make it act much like the "RUNFORE" command.

Glad to help.


The one and only,


Flatlander
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Posted: 16th Dec 2008 03:33 Edited at: 16th Dec 2008 03:34
Quote: ""plrdisable" is also incorrect in form and definition."


Yep, I just discovered that myself. Eventually, I'm going to go through all of the commands and try to fix what I can. This thread is a great help.

The newest version of FPI Editpad, will not allow you to edit the actual command name. There is a reason for that. So, if you want to change "plrdisable" to "plrdisable=", then you will need to delete the old command and add the correct form of the command. I know this is inconvenient but it is necessary to maintain integrity with the keys used for the lists. The definition I used was this:

PLRDISABLE=X - X set to 1 Freezes player and disables camera and gun. Set to 0 enables player, camera and gun.

However, there are still some quirks with this and I will let you know when I have it all sorted out.



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Gamer X
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Posted: 17th Dec 2008 04:17
@ ply
Thanks

@ FL
X is the milliseconds you want the player frozen and if you set it to 1... well he will like just look like he went through a load zone like in games that have that sort of thing with no Load screens.

AND

thanks I am glad this thread is useful.


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Flatlander
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Posted: 18th Dec 2008 07:50 Edited at: 18th Dec 2008 07:53
@Gamer X

Quote: "X is the milliseconds you want the player frozen and if you set it to 1... well he will like just look like he went through a load zone like in games that have that sort of thing with no Load screens."


I just assumed plrdisable was a flag (switch) since plrfreeze was. No wonder it didn't work for me and I had to make sure plrdisable=1 was executed every engine cycle. Oh well, I guess the workaround is doing something like:

on - plrdisable=500000
off - plrdisable=0

That works for me anyway. airslide's plrfreeze is a flag/switch.

Addendum:

500000 is an arbitrary number. It just needs to be something big so that it will stay disabled until I want it to be enabled; which can be at various times.



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The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 19th Dec 2008 00:40
I thought plrfreeze was also supposed to be given a timer.


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Gamer X
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Posted: 19th Dec 2008 00:44
They both are supposed to have timers


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Flatlander
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Posted: 19th Dec 2008 02:45 Edited at: 19th Dec 2008 02:47
PLRFREEZE doesn't. If you look at what Lee said first about plrfreeze and then look at bonds IceWizard, you will see that it is treated as a flag.

Quote: "* Added new PLRFREEZE action. Set to 1 to hold plr in place, zero to release"


;FREEZE PLAYER
:state=7,framebeyond=95 55:plrfreeze=1,hudshow=icewizardfreeze,sound=audiobankbond1icewizardfreeze.wav,state=8
:state=7:incframe=95,rotatetoplr
:state=7,frameatend=95:state=10
:state=8:plrfreeze=1,incframe=95,hudshow=icewizardfreeze
:state=8,frameatend=95:state=10

;UNFREEZE PLAYER
:state=3,frameatend=93:hudreset,hudunshow=icewizardfreeze,plrfreeze=0,state=11


This is why I was confused with PLRDISABLE

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 19th Dec 2008 05:12 Edited at: 19th Dec 2008 05:14
@FL I see what you are saying and all, but here is what I found:

meleefrosthit.fpi
;Triggers

:state=0,plrdistwithin=500:state=1
:state=1,plrdistfurther=70:rotatetoplr,movefore=2,animate=2
:state=1,plrdistfurther=500:animate=1,state=0
:state=1,plrdistwithin=70,rateoffire:rotatetoplr,setframe=8,state=2
:state=2,framebeyond=8 60,plrdistwithin=70:plraddhealth=-10,plrfreeze=500,sound=audiobankmiscmelee.wav,state=3
:state=2:incframe=8,rotatetoplr
:state=2,frameatend=8:state=1
:state=3:incframe=8
:state=3,frameatend=8:state=1

Then I applied what I learned from plrfreeze command to plrdisable and it worked.


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Plystire
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Posted: 19th Dec 2008 12:10
@Flatlander:

Notice in bond's icewizard script, he needed to execute the plrfreeze command every loop in state 8. I think that's so the player stays frozen during that time.


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Flatlander
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Posted: 19th Dec 2008 15:28
Oh, OK. I see. The same thing I found with PLRDISABLE. I had to have it execute every loop as well.

Lee did it to me again. Either he doesn't give us how to use it or he gives the wrong info (or changes it in the next beta). Not complaining; he has a lot of irons in the fire.

Yea, meteorite, I was trying to find that fpi. It seemed to have gone into hiding.

Thanks guys for setting me straight.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 29th Dec 2008 17:05
Found another one -- at least as I used it in FPI EditPad. But I got my info from the "official" definitions. (Not yours Nicky or xplosys.

I have video without a variable. However it should have a variable:

VIDEO=X

where X is the video path. You can also use $1.

NOTE:

In the newest version of FPI Editpad, I do not allow editing the name of the variable so you have to delete "video" and then add "video=" This helps prevent the search keys from getting screwed up. I don't like it either but it's just a little inconvenience.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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