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FPSC Classic Scripts / Can you make multiple storylines in FPSC?

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Storm4
15
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Posted: 3rd Dec 2008 01:21
I want to make multiple storylines in my game, which will be coming out in 2009. Anything could and would be helpful.

-Mr. En!x
Plystire
21
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Location: Staring into the digital ether
Posted: 3rd Dec 2008 09:23
Unless you use a Mod, your levels will be linear.

You could possibly use a global variable for determining what storyline to give the player at different parts of your game, though.


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Conjured Entertainment
AGK Developer
19
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Posted: 3rd Dec 2008 14:48 Edited at: 3rd Dec 2008 15:09
YES!!!

You can have multiple story lines WITHOUT a modded engine. (without multiple levels too!)

As Plystire pointed out; the advancement through your levels would be linear with the stock engine.

But yes, each level can be scripted to alter itself based on global variable values.

Mulltiple Storylines = Dynamic GamePlay

I'm making a small level to demonstrate that myself (multiple timers w/stock engine too), and now I may make it two or three levels to demonstrate this technique.

Don't forget to visit Conjured Entertainment

Leon Kennedy
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Posted: 3rd Dec 2008 15:24
Quote: "I'm making a small level to demonstrate that myself (multiple timers w/stock engine too), and now I may make it two or three levels to demonstrate this technique."

I thought that there was only 1 global timer in FPSC? If you figure out how to get multiple timers in the stock version of FPSC, can you let the rest of us know how to do that as well?
Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 3rd Dec 2008 15:46 Edited at: 3rd Dec 2008 15:55
Quote: "I thought that there was only 1 global timer in FPSC? If you figure out how to get multiple timers in the stock version of FPSC, can you let the rest of us know how to do that as well? "

There is only one global timer.

Here is my method... (you'll have to script it yourself if you want it before I release my level)

A MainTimer script runs the one global timer and resets it each second.
It also increments the value of as many global variables that I want each time it cycles. (each one acts as a timer)

Now, we can use anyone of those variables as a separate timer.
Simply set its value to zero to do a virtual-timerstart for that timer/variable.
Reading its value tells you exactly how many seconds have elapsed since you re-set it.

It's that simple.
Each new timer is independent of the others and can be displayed in seconds minutes or hours if you script it to.

Don't forget to visit Conjured Entertainment

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