Quote: "FPI documentation is too simple... example: what is a default fpi script???
If you explain these scripts I would be grateful!"
I'm not Plystire, but I bet he would say something like..."if you want to know what these scripts are, then explore your script bank".
Fact is, the best way to start learning FPI is to study the stock scripts.
You will find conditions and actions that were not in the manual.
Quote: "example: what is a default fpi script"
I call the default.fpi the 'do nothing script', because that is what it does...nothing.
;Artificial Intelligence Script
;Header
desc = Default Entity Behaviour (Nothing)
;Triggers
:state=0:state=1
;End of Script
;Artificial Intelligence Script
This line is a comment (note the semicolon at beginning) and tells us what the file is.
;Header
Another comment
desc = Default Entity Behaviour (Nothing)
This is the first line that is not a comment.
The desc is the description of the script and is required.
Accidentally commenting out this line will result in the script failing to run.
;Triggers
Another comment
:state=0:state=1
This is state zero which is the initialization state, and here it does only one action, which is to move to state=1.
The colon at the begining starts our list of conditions, with the second colon starting our list of actions.
Conditions and actions are both separated with commas, so a multiconditional and mutliactioned line would be formatted as...
:condition,condition,condition:action,action,action
Here we have only one condition, state=0.
We also have only one action, state=1.
:condition:action
;End of Script
The last comment representing The End of the script.
Since there is no condition for state=1 the script sits in limbo and thus does nothing, hence the default entity behavior of nothing.
All of your stock scripts are just sitting there waiting for you to explore and modify them. (backups first)
Here is the default path where you can find them...
C:\Program Files\The Game Creators\FPS Creator\Files\scriptbank