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FPSC Classic Scripts / Taking Script Requests

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Screaming Head Games
15
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 5th Feb 2009 02:50
from now on screaming head games is taking any script request (any script thts possibly with fpsc stock engine) you can post your script requests here or email me at screamingheadgames@yahoo.com.

looking forward to help ppl soon....

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
Pride
16
Years of Service
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 5th Feb 2009 02:55
I'm really lazy with scripting so could you make an entity kill zone script? I made a player kill zone, but I need an entity kill zone for deleting entities that run away behind the scenery.

Thanks in advance.

- You know you're curious
FallenRT
15
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Joined: 1st Feb 2009
Location:
Posted: 5th Feb 2009 05:20
Have you finished my script that I asked for through email the other day. I'm ready for it now, but if your not done, I understand. Thanks for doing this for me!!!
Screaming Head Games
15
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 5th Feb 2009 18:44
@ pride im almost done with tht script but hveing a lil trouble

@ fallen almost done got everything working except the light

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
General Jackson
User Banned
Posted: 5th Feb 2009 21:48
How bout a script where if you shoot a guy a message will pop up in the middle of the screen saying 'friendly fire will not be tolerated. And then the level would restart.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 5th Feb 2009 23:01
I wannnnnnnnnnnnt........ an immovable, destroyable, mountable turret for the player to use to kill lots of zombies. And when the player is in the turret, the enemies will target the turret to try and destroy it first.

You know...... like in Left 4 Dead!! (Hah, I just had to say it )


The one and only,


Screaming Head Games
15
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 6th Feb 2009 18:01
@ plystire thts almost impossible without your mod

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Feb 2009 22:18
Didn't dimoxinil say he did something like that for ELE?

But, yeah, it'd definitally be easier to use a Mod. I didn't think there was a restriction to what we could request.
And I'm sure everyone here would absolutely love to have a script set for that.


The one and only,


Screaming Head Games
15
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 8th Feb 2009 07:10
@ pride
to kill entities use a trigger zone with the attached 'entinzone'
fpi script as its main script. the script is very simple, but
effective. basically all it does is set the activate value of the
entity to one when they enter the zone. This means you need to change the script for the entities, but never fear the change is only one line - ":activated=1:runfpidefault=2". I attached a copy of the 'strafe10des' script with the addition (this script is the main script for the ww2 bazooka officer. Any main enemy script can be changed this way.

already tested, enjoy (note I took into account these deaths being out of the way 'behind scenery' because it leaves a shadow and a floating gun - there are ways to fix these.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.

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Screaming Head Games
15
Years of Service
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 8th Feb 2009 07:12
@ pride
sorry the 'entinzone' script did not go the first time

(\__/)
(O.o )
(> < ) This is your bunny on drugs.

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FallenRT
15
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Joined: 1st Feb 2009
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Posted: 8th Feb 2009 07:19
how bout an Enemy Script. The enemy is invisible until he starts shooting and when he stops he goes invisible again. And when it moves, you see a blur of where he is
Screaming Head Games
15
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Location: You dont want to know......
Posted: 8th Feb 2009 08:34
@ fallen
we will post your other script tomorrow.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
Pride
16
Years of Service
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 8th Feb 2009 19:08
Thanks man!

I needed this because I want a character to follow a way point, walk off to a location the player never sees, then die, so the engine won't have to render it anymore.

PERFECT!

- You know you're curious
Screaming Head Games
15
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 8th Feb 2009 21:09
@ fallen

There are several elements to making the event occur as you want.

First, make a trigger zone which not only begins the event when the player enters it, but is large enough to cover the area where the character, the blood, and the invisble controller (for this use a dynamic light entity with the range set to zero). This trigger zone needs no special scripting (it should use the
'plrinzone' script in the scriptbank).

Second, the character will use this script I called 'destroyman'


(I do not know what you want the character to be doing before his day is so rudely interrupted. Here he is simply standing idle.)

Third, the blood (decal) needs to be dynamic and needs to be set to - spawn at start? no - and - spawn after delay? yes. That's it for the blood decal(s).

Fourth, the invisible controller is a dynamic light with the range set to zero. For the light use this script 'amboffon'

(This script controls the lighting thru the ambience)

That's it. Enjoy. Already tested.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
FallenRT
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Joined: 1st Feb 2009
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Posted: 8th Feb 2009 21:39
Thanks SHG, I'll be sure to put your name in BOLD in the credits
Screaming Head Games
15
Years of Service
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 15th Feb 2009 21:14
@ The Shooter

Sorry about the delay. Using huds is a bit tricky,as I am finding.

The best working method I have found is to use an invisible entity to display the message/hud near the player's start position to tell the that "friendly fire is not tolerated".

I used the switch from the sci fi/wall entities.

Save this file to the scriptbank and use it as the main fpi for the switch. I called it 'switch5'.


Use this script as the appear script for the switch ('appear3')


I used a portion of the ally script we made to make this 'dontshoot' script.


The sections of this script I made note of can be put in any script (as long as the state value of said script does not include 20-23).

I tested this using the ww2 colt 45 which does 25 points of damage per shot. If the player shoots the 'innocent' once it causes death (back to the start or last checkpoint). Shoot the same entity again, death again. The third shot to the same entity quits the game.

Already tested. Enjoy.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
Screaming Head Games
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 15th Feb 2009 21:20
@ The Shooter

One more thing. The hud requires you to produce a .tga file with something like 'gimp' which you call 'restart.tga' and save in the:
'The Game Creators/FPS Creator Free/Files/languagebank/english/gamecore/text' folder.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
Screaming Head Games
15
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 18th Feb 2009 02:05
i wanted to ask why so many ppl are posting script requests on the main page instead of posting them here. the whole point of me creating this Script Request message is to keep the script request messages down to a minimum on the main page.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.

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