Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Taking script requests

Author
Message
General Jackson
User Banned
Posted: 23rd Mar 2009 00:43
I am going to wisconin next friday and since i have a laptop i am going to script da whole way up. so if you want me to make a script, post it here.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 23rd Mar 2009 18:41
Well on my thread that you said this to me i sent a reply, I'll post the scripts that would improve FPSC for everyone, not just me. I recon these are scripts that are universally wanted:

1) Weapon swapping, dont need to be able to pick up after dropping,
2) Limit ammo,
3) Max slots, assault, SMG, shotgun, melee (ect),
4) Any zombie models/scripts would be greatly appreciated,
5) A working allied script would rock!!!!
6) Any decent scripts that would improve game quality because i cant think of any right now

If any of these require Plys Mod, then so be it . Infact i insist that you should use PLY's Mod to make these scripts, it'll make them alot easier
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 24th Mar 2009 20:08
Can you see if you can make a wave script?
by this i mean waves of enemies that steadily get harder and harder (i.e zombie survival)

If you could that would be great because i kind of suck at scripting (sigh)

shadowfire
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 24th Mar 2009 20:17
can you make a wave script?
when i say this i mean waves of progressively harder enemies
(i.e zombie survival, nazi zombies etc...)

if you could that would be great!

shadowfire
TruFord
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: At my computer
Posted: 26th Mar 2009 18:34
Whats up with the double post???

Anyways, if you have time I have been thinking about a script that would make one figure shoot another. So I could have a defend the fort type game.

For instance, AI (the robot guy) would be scripted to shoot zombies, or conker...or whatever I wanted it to be.

Oh, and one more thing.....THANKS....I am new to scripting and I am not that good.

PS: If you make that wave script, could you send me a copy of it....it would work great for my idea.

THANKS again
General Jackson
User Banned
Posted: 27th Mar 2009 03:21
i will work on these scripts. the wave thingie you dont need a script for. I will explain how to do it later

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
TruFord
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: At my computer
Posted: 28th Mar 2009 00:52 Edited at: 28th Mar 2009 01:45
I think I know how. I will use a zombi for this instance.

You take a zombie and put it on the field. Then, you change its name to zombi1. Then put as many as you want and however many of zombi1 you want to spawn.

Next, you place a second zombi. Lets name him zombi2. You set him to spawn at start, no; spawn after delay, yes. Then you change.....what do you change.... maybe I dont know. The only way I see is to make a spawning script. To make a character spawn after a certain thing is destroyed.

help please
2 Rogues
15
Years of Service
User Offline
Joined: 26th Dec 2008
Location:
Posted: 29th Mar 2009 04:16
how 'bout a script that makes it so that an entity (say a boss or a door) can only be destroyed if you fire a certain weapon with a lot of death dealing power at it (e.g weapon causes 200 damage, boom, dead and of weapon with 100 damage fired twice, no kill) and maybe a better ally script that can go up stairs and avoid obstacles ('cos my enemies and allies trip over dynamic objects and then i LOL and go "what's going on") so if anyone could do that, that would be great.

Rogue
swamidude
16
Years of Service
User Offline
Joined: 18th Apr 2008
Location:
Posted: 29th Mar 2009 12:37
Nice idea 2 Rogues, but FPSC is currently (in my understanding) not able to detect a weapon held by the character, so it is not really possible, but then again, I'm not very good at scripting.

Best,
Shiv

There is nothing to fear in life... except your mum!!
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 29th Mar 2009 16:20
well in Ply's Mod you can check and see which weapon was last fired by the player, or which gun shot the entity. But in official FPSC it's impossible.

...
meteorite
18
Years of Service
User Offline
Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 29th Mar 2009 21:24
we have 1, 4, 5 and 6
2 is not possible

3 can be done by just making new ones to go with mine

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 30th Mar 2009 03:20
2 is possible with Ply's Mod. Set up weapons to be bound to variables. Then just have a process script check for "vargreater=Ammo 500", and if it then "setvar=Ammo 500"

3 is also possible, though would be terribly complex in the official version (if you're wanting it organized like HalfLife... like I think you are)


The one and only,


General Jackson
User Banned
Posted: 30th Mar 2009 23:49
sorry guys. I worked and worked and worked on arenas weapon swapping, limit ammo, and max slots but i couldnt get anything to work. there are also three aly scripts that already work. i will still take more 'normal' script requests though.
also it CANNOT detect a weap held by the plr otherwise i coulda done weapon swapping

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
gorba flamingo
17
Years of Service
User Offline
Joined: 16th Oct 2007
Location: between crazy and all out insane!
Posted: 31st Mar 2009 02:25
can you make me a destroy script whee it plays a decal or loop decal when and where the entity dies, it would speed my project up soo much. thanks.
ohh, and the dead entity has to fade out too.

[url=http://profile.mygamercard.net/gorbafletch]
General Jackson
User Banned
Posted: 31st Mar 2009 03:00
sure. What decal though? i dont quite understand your post.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
gorba flamingo
17
Years of Service
User Offline
Joined: 16th Oct 2007
Location: between crazy and all out insane!
Posted: 1st Apr 2009 04:16
let me rephrase myself

a dystroy script that will do the following
- fade out the corpse
- activate a decal with a certain name IE. decal1 in the area where the entity died.

[url=http://profile.mygamercard.net/gorbafletch]
General Jackson
User Banned
Posted: 1st Apr 2009 22:09
you dont need a script for that. name the decal something like decalspawn, then set spawn at start to 'no'. now in the if used field of the character, type decalspawn. that should do it!!!

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
GoldenBengal Games
15
Years of Service
User Offline
Joined: 7th Apr 2009
Location:
Posted: 7th Apr 2009 20:08
A script where the enemy appears laying on the floor, then when you get near him, he gets up and attacks. Thanks!

ummmmm....scripting?
john schwarcz
User Banned
Posted: 8th Apr 2009 06:57
a script where the shatter script also makes blood (or blood decals) so when u kill an enemy it explodes and has blood coming out

and a script where if u actually look at this , it spawns sumthng, so that u can put sumthng in front and when u look at it, it spawns somthing behind u, just like the trigger zone but instead of having to go into it u just havto look at it
thx sooooo much dude

shadow666
General Jackson
User Banned
Posted: 9th Apr 2009 06:10
Quote: "and a script where if u actually look at this , it spawns sumthng, so that u can put sumthng in front and when u look at it, it spawns somthing behind u, just like the trigger zone but instead of having to go into it u just havto look at it
thx sooooo much dude"

I dont know how to do this, but i'll try to think of a way.

Quote: "A script where the enemy appears laying on the floor, then when you get near him, he gets up and attacks. Thanks!"



I'll give it a try

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Leon Kennedy
16
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 10th Apr 2009 16:09
Quote: "A script where the enemy appears laying on the floor, then when you get near him, he gets up and attacks. Thanks!"


Actually, if you have Dark Egypt, one of the scripts for the mummies has the entity in a still position until you get within a certain range. At that point, the mummy comes to life and attacks. You could use this script for whatever entity you want, and then when placing the entity rotate it/him/her until they are laying down.
Brennan
User Banned
Posted: 11th Apr 2009 04:03
I have no request but I wanted to say have fun in WI its awesome here!

Currently Working On Eternal Overtwist Online Game
john schwarcz
User Banned
Posted: 12th Apr 2009 05:02
thx man, i really need that

shadow666
James Kravenwolf
16
Years of Service
User Offline
Joined: 22nd Nov 2008
Location: Ohio
Posted: 12th Apr 2009 07:20 Edited at: 12th Apr 2009 07:23
Quote: ""A script where the enemy appears laying on the floor, then when you get near him, he gets up and attacks. Thanks!""


Wouldn't that be more animating than scripting? Unless...you just want him to pop up like a Toaster Strudel. Ha...I made myself laugh
john schwarcz
User Banned
Posted: 12th Apr 2009 12:30
download the source, open it up with dbPro, make a boolean variable, make it true when the players camera angle = the trigger zones location, and make it false when the players camera angle = any location but the trigger zone, make a Camera Angle spawn trigger zone in FPSC and make the FPSC game code know what that trigger zone is, compile the source code into an .exe and test.
can u try this 4 me? thx

shadow666
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 12th Apr 2009 19:38
err...i don't think he'll do all that. Simply because it's not that simple john schwarcz. Take a look at the source and then see just how hard that simple thing is.

...
john schwarcz
User Banned
Posted: 12th Apr 2009 20:03
lol ya, i have no idea how to do this, thats y im begging him 2 do this 4 me lol

shadow666
General Jackson
User Banned
Posted: 12th Apr 2009 22:29
um, i dont have dbpro.

And besides if i did, i wouldnt take the time to do it.

Scripting request time is up, i'm afraid, because i keep getting requests that are either
1. not possible or

2. I dont have the program/time

My Soldier Front Account name is: Baddude32
Whats yours? I want to know!
john schwarcz
User Banned
Posted: 12th Apr 2009 23:19
awwww

shadow666
scriptwannabee
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location:
Posted: 15th Apr 2009 04:14
hey i need help!!! i need help with my scripting (fpi script) i want an entity (a gas bottle ting) explode when i hit use (hit enter on) a swith.... lease help im new to this...[email]

"{""

Login to post a reply

Server time is: 2024-11-24 23:45:37
Your offset time is: 2024-11-24 23:45:37