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FPSC Classic Scripts / Why ins't this script working?

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Red Eye
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Posted: 19th Dec 2008 19:23
Here is my script:

It is meant for animating a menu:

- I downloaded the tutorial from www.dark-hazard.de.tc.




Thanks, it is a bit long,..... Maybe I won't get a respond...


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Marc Steene
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Posted: 19th Dec 2008 21:20 Edited at: 19th Dec 2008 21:22
In theory it should work...but i think that all setuplevel.fpi tells the engine is the path to the loading screen

EDIT: I think hudhide should be set to 0?

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Dar13
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Posted: 19th Dec 2008 21:24
hudhide is set to 1 unless you want it to show immediately after being created. also...are you using Airmod? otherwise the backdrop=XXXX line wont work.

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Red Eye
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Posted: 19th Dec 2008 22:09
I am not using Airmod. In the titlepage.fpi, they put this code:


So it isn't Airmod, because in the normal version it works...

@marc steene:

-If I set it to 0, it all opens, and that is what I don't want, it has to open in the Timer's.


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Conjured Entertainment
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Posted: 19th Dec 2008 22:17 Edited at: 19th Dec 2008 22:26
I never could get animations to work with the menu's either.
I blamed it on the timer.
I'm not that familiar with the source and I have never looked into this, but I think the timer doesn't start working until you load the game.
Maybe one of the guys who have done a mod can confirm this as being true or not.

Here is my only suggestion... try animating something simple like 3 HUDs and see if that works instead of 149 of them.

Once you get it to work with the 3 huds then you could go back and add in the others.
That way you will have a lot less script there to look at while you test it and figure out whats going wrong.

I think you efforts are in vain though if the timer is not working yet at that point.


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Red Eye
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Posted: 20th Dec 2008 00:21
@Conjured Entertainment:

you are absolutily right,, i will try that

Please be sensible about your sig size. 600 x 100 pixels should do it.
Red Eye
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Posted: 20th Dec 2008 12:26
I got it to work with 5 frames, just a few errors. I will post the script soon...

Red Eye
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Posted: 20th Dec 2008 13:47 Edited at: 20th Dec 2008 13:50
Ok here is the script: But has some problems... I can't click: New Game, Load Game, and Exit Game.

Only 5 Frames:



Please Help Me.

Red Eye
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Posted: 20th Dec 2008 18:08
I mean, I am doing almost the same, as in the first script, but the first script (149 frames, doesn't work.) I did change it all to png.

But now the second works, but i can't click: New Game Load Game and Exit Game.

Please Help Me

Seth Black
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Posted: 20th Dec 2008 18:58 Edited at: 20th Dec 2008 19:04
Quote: ";Timer's

:state=2,timergreater=150:hudshow=ha,hudunshow=ha2,hudunshow=ha3,hudunshow=ha4,hudunshow=ha5
:state=2,timergreater=250:hudshow=ha2,hudunshow=ha
:state=2,timergreater=350:hudshow=ha3,hudunshow=ha2
:state=2,timergreater=450:hudshow=ha4,hudunshow=ha3
:state=2,timergreater=550:hudshow=ha5,hudunshow=ha4,state=11

;Image's To unshow/Sound's when button is pressed

:state=2,hudselectionmade=1:sound=audiobankmenufire.WAV,state=6
:state=2,hudselectionmade=5:sound=audiobankmenuputaway.WAV,quitgame,destroy
:state=2,hudselectionmade=2:sound=audiobankmenureload.WAV,state=9

:state=6:destroy
:state=7:state=8
:state=8:destroy
:state=9:backdrop=gamecorebackdropsRed EyeFrame0149.jpg,state=10
:state=10:loadgame
:state=11:backdrop=gamecorebackdropsRed EyeFrame0149.jpg"


...I'm not a scripting guru by any stretch, but I believe that the conflict lies in that after the timer (in state=2) has run its course, the callout leaves the script in state=11.

The callout for the button actions appears to be in state=2. Since the earlier instruction in state=2 has already directed itself to state=11, these button actions have been ignored.

As is, your script never is directed back to callout the button actions...


Red Eye
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Posted: 20th Dec 2008 19:29
thanks, gonna try that

Red Eye
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Posted: 20th Dec 2008 20:35
It works:




I will post the long 149 frames script tomorrow.
I'm gonna look at that one later.

Seth Black
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Posted: 20th Dec 2008 20:51
...uh, you're welcome.


Red Eye
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Posted: 20th Dec 2008 21:33 Edited at: 20th Dec 2008 21:33
Quote: "thanks"


Conjured Entertainment
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Posted: 20th Dec 2008 22:36
Ah hah!

Nice work Seth.

I knew it would be easier to debug a condensed script.

And to think that all this time I was wrong about the timer!
Now, I have to go back and play with menus again myself.


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Red Eye
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Posted: 20th Dec 2008 22:55
I gonna post the long one, that is not working, later on...

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Conjured Entertainment
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Posted: 21st Dec 2008 01:08 Edited at: 21st Dec 2008 01:20
I had a problem when trying to display too many HUDs in one script for the Cash System I made.
I ended up having to work out the display function by calling three separate scripts in order with each one handling one third of the function.
I never figured out why the long one wouldn't work, because it was the same as the other script that worked, only it had more HUDs.

Anyway, for this you can't break them down into other scripts because it is a menu with the buttons and all.
So, the only thing to do is decrease the number of HUDs until you reach the maximum number that will work.
Then re-work the animations to fit in that number of frames.

I'm only now noticing that the first script allowed for four digits for the number. (0149) lol


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Plystire
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Posted: 21st Dec 2008 06:07 Edited at: 21st Dec 2008 06:07
The answer to this is simple.


You've exceeded the maximum amount of lines that FPSC allows in one script. (This is hard-coded into the engine)

The maximum amount of lines allowed in one script (As of V1.07) is:
150 lines

Also of note here is that there is no limit to the amount of HUDs you're allowed to have. The HUD arrays will adjust to any amount you intend to load. (Up to available memory in your system, of course)


Thus, if you intend to create a massive amount of HUDs, you should do it in a single line to cut down on line count.

If the processing of the HUDs will still take up too many lines, you'll either need to think of a better method or do something else to get rid of unnecessary lines.


The one and only,


Red Eye
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Posted: 21st Dec 2008 14:15
Ok Thanks Man really really thanks

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Red Eye
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Posted: 21st Dec 2008 16:19
Any idea, on how to make animated menu, are all welcome!! For now there is one said, for the 5 frames....

I isn't a request.

you dont have to release your script here, just a methode/theory


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Conjured Entertainment
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Posted: 21st Dec 2008 18:44 Edited at: 21st Dec 2008 19:03
Quote: "The maximum amount of lines allowed in one script (As of V1.07) is:
150 lines"

I never knew that.
How do you know that?
I mean, where was this info made public, because I never saw it?
It is a good thing to know and would have saved me alot of grief.

Thanks


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Bibo4PC
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Posted: 21st Dec 2008 21:18
is this script for the main menue or the game menu which appears when i hit escape?

if it's for the main menu, where to put the script?

TY
Plystire
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Posted: 21st Dec 2008 22:10
No problem, guys.

Quote: "How do you know that?
I mean, where was this info made public, because I never saw it?"


Sorry, I spent a lot of time surfing the source code and finding all sorts of weird little tidbits that Lee never told us. The information technically was made public with the source, but then again, I don't blame anyone here for not diving in to find it.


The one and only,


Conjured Entertainment
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Posted: 21st Dec 2008 23:12 Edited at: 21st Dec 2008 23:15
Quote: "The information technically was made public with the source, but then again, I don't blame anyone here for not diving in to find it."

So you have the source for v1.07 then.
We'll leave the diving into the source code to the DBPro's.
Thanks for the info. about the 150 line limit, because this is extremely important.
If that isn't in Nickeydude's Guide yet, then it should be.
And if it is in the guide, then shame on me for not remembering.


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Bibo4PC
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Posted: 22nd Dec 2008 13:37
is this script for the main menue or the game menu which appears when i hit escape?

if it\'s for the main menu, where to put the script?

TY
Red Eye
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Posted: 22nd Dec 2008 14:26 Edited at: 22nd Dec 2008 14:32
hey bibo4pc

It is after you have build your game.

You have to remake your titlepage.fpi, I'm working on a newer script. I will post it here soon...

Bye




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Bibo4PC
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Posted: 22nd Dec 2008 18:13
thank u

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