Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / can you use several scrips in one slot?

Author
Message
carroll6
16
Years of Service
User Offline
Joined: 28th Aug 2008
Location:
Posted: 28th Aug 2008 09:29
For example, I am playing with where a NPC haas a behavior, a attack behavior. (goes in the main slot).. I have him using the "follow" script to follow waypoints. I might add, even putting the "follow" script in main, I am doing something wrong, 'cos he don't walk the waypoints. I searched and searched the forum, but no luck.

Can you stack scripts? So you can get several different behaviors?
Thraxas
Retired Moderator
18
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 28th Aug 2008 13:09
I don't believe you can 'stack' the scripts in one slot...
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Aug 2008 19:32
I'm gonna ask you something that may SEEM unfriendly, but I assure you it is:

What possible use could you derive from "stacking" scripts together?


FPI is a conditional procedural language, meaning anything you "stack" could very well have just been added to the previous script... so why not just edit one of your scripts and make a new one with the functionality of two?


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.
carroll6
16
Years of Service
User Offline
Joined: 28th Aug 2008
Location:
Posted: 29th Aug 2008 12:41
wow.. the guru answered me why thank you! The example I am playing with now uses ben's "conversation" script, using text. You press enter and it says "beware", then "thieves will die".. then "evil awaits you"..then if you STILL won't split.. POW. you get attacked. I am not smart enough yet to try just stacking stuff up. This particular script loops back to text1 after you finish text3.

I tried the runfpi and have been wrestling with that one man.. all night! "Runfpi" should be a powerful command, if you can get it to work, and save lots of coding. You might put several conditions in there, and run a lot of different scripts, making the game more lifelike. For example, the method of attack the entity uses.

BUT.. I only found 1 post on "runfpi".. and man, I can't get it to work either. But I am really a noob. That's why I'm asking for help.
carroll6
16
Years of Service
User Offline
Joined: 28th Aug 2008
Location:
Posted: 29th Aug 2008 13:13
hmm.. I just did it the way you suggested. Just hacked in another script. Works. Even though there are redundant statements. Script 1 starts with "state=0" then changes states (it's ben's "conversation" script. THEN.. I changed it to "state=0" at the end of Ben's script, and slapped in a attack script.

Works.

Player sees warning messages at statue.. finishes 3rd message and the statue attacks him.

Not elegant. That runFPI action seems like it would be good ..but unfortunately, it is beyond my skill at this time.. duh. Boy I fiddled with that thing ALL night!

Login to post a reply

Server time is: 2024-11-24 14:14:06
Your offset time is: 2024-11-24 14:14:06