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FPSC Classic Scripts / Questions about FPI language

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Claws
18
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Joined: 5th Jun 2006
Location: Brazil
Posted: 31st Jan 2009 06:42
Hello people,

I have some questions for the scripts out there. I would like to know if i can...

1) Have multiple timers for various instances? Example: One timer will control the display of an animated HUD, while the other, the display of random text on-screen.
2) Reset an timer when an enemy is killed?
3) Reset an variable when an enemy is killed?
4) Determine the time of the hudfade?
5) Make completely random HUD displays? For example, displaying an warning on-screen randomly.
6) I created an area where, once the player steps on it, a sound plays. However, everytime he steps there, the sound plays again. How can i avoid this? Variables?
Hockeykid
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 31st Jan 2009 15:27
Quote: "6) I created an area where, once the player steps on it, a sound plays. However, everytime he steps there, the sound plays again. How can i avoid this? Variables?"


on the last line of the script put ,suspend

]

dumpus
16
Years of Service
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Joined: 1st Jan 2008
Location: Canada, eh?
Posted: 31st Jan 2009 16:48
1) No, not at this time...FPSC only supports one timer system right now.

2) Use the "timerreset" command.

3) Not sure...someone else should know.

4) Not sure.

5) "Random" probably wouldn't work...you could make a hud that displays some Warning text, but I don't think you could make it randomly appear.

6) You can use regular sound zones...they use the script "soundinzone.fpi", and it only plays the sound once.

Best of luck.

*This post will self-destruct in 10 seconds.*
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 31st Jan 2009 18:14 Edited at: 31st Jan 2009 18:24
Quote: "1) No, not at this time...FPSC only supports one timer system right now."


1) Yes, you can create multiple timers using the stock engine.

2) Yes, using the system above you can simply set that timer variable to zero to reset it.

3) Yes, you would add that to the character's destroy script.

4) Good luck.

5) Yes, there is a way to make random calls in FPI.
    Read the manual and Official Community guide found in the FPSC Docs folder for a list of actions and conditions.

6) Call a state that doesn't exist instead of looping to one that does.

Claws
18
Years of Service
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Joined: 5th Jun 2006
Location: Brazil
Posted: 31st Jan 2009 21:14
Thanks you so much, guys. A couple of replies, though:

1) CE, won't that cause some terrible slowdowns?
2) Where? Enemydisappear scripts?
4) Erm.. good luck?

I'm also considering the use of Ply's Mod in order to make use of the additional commands. What do you guys recommend? Would it help me developing additional timers and such?
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 31st Jan 2009 21:34 Edited at: 31st Jan 2009 21:35
1) Why would it?
    Incrementing five variables every second shouldn't slow it down any.


2) Enemy DESTROY scripts
    If you place a character in your editor, then right click it to view its properties...
    You will see the paths for the AI Scripts (APPEAR - MAIN - DESTROY)
    The characters destroy script is run when it dies, so that is the place for actions happening upon death.

4) Hud fadeout is internal and I do not like it except for pickup or other brief messages.
    For important messages I prefer hudunshow=x set for a scancodekeypressed=x instead of the fades.
    You know the user got to read the whole thing if they have to hit a key to continue.
    Its not like you will be popping up lengthy messages during a firefight anyway.

Quote: "I'm also considering the use of Ply's Mod in order to make use of the additional commands. What do you guys recommend? Would it help me developing additional timers and such? "

I do not use Ply's Mod, so I can't help you with that.
Not that there is anything wrong with it (I'm certain its nice), its just that I only want one FPSC install and I use the stock engine.

Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 31st Jan 2009 21:45
Ply's Mod allows for entity specific timers, debugging scripts, and many many many more things besides that.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Crusader2
16
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 1st Feb 2009 01:14
If you want to do some real scripting, use Ply's Mod. I use it, and I LOVE IT! Also, use FPI Editpad.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Claws
18
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Joined: 5th Jun 2006
Location: Brazil
Posted: 1st Feb 2009 05:41
To be honest guys, i'm used to the RPG Maker. This means that i'm used to do everything through switches and variables. Of course, i'm no stranger to scripting languages, but i'm used to using a lot of conditions stuff. Still learning the FPSC way. I'm compiling a little list of commands and their effects to help me out during the learning phase, by reading the community guide and the actual FPSC guide.

Anyway, thanks for the help people. I'll go back to the stock engine and try to make some basic stuff.
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 1st Feb 2009 15:28
Ok but if you ever need help just ask and we'll try to help you out. Good luck!

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein

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