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FPSC Classic Scripts / Need help with my shop script

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lil marioman
16
Years of Service
User Offline
Joined: 21st Apr 2008
Location: Canada
Posted: 14th Jul 2009 04:40
This script utilizes Ply's Mod 1.08. The functions of the script itself works fine, but the interface is a little glitchy. Here are both scripts. It depends on the 'cash' variable, which is applied through a different script. (Which I don't need help with, as like I said, only the graphical stuff is glitchy)


^^^
Is there any way to fix the HUDs from stacking? They fade out, but that 0.5 of a second where it stacks is confusing.


It functions fine, but there are a few graphical glitches. For example, I don't want the 'tutorial' HUD to appear more then once (which it did for some reason...), and sometimes when I walk up to the entity that's using this script, the HUD appears for a split-second, then disappears.

On a side note, let's say I make a script that has a variable, and place it in level 3. Can I still read that variable through another script in another map? (They would still be in the same built game of course.)

Scrabble is not my thing. X_X
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 16th Jul 2009 08:02
For the HUDs that are showing up at undesired times, perhaps you can use "hudunshow" instead of "hudfadeout".

Also, all "Ply's Mod variables" are global, so they will exist from the moment they are declared until the application itself is closed down. If you're using them in more than one script (in different levels or not), though, it would be wise to declare the variable inside the "setuplevel.fpi", or have it declared in ALL scripts that use it.

Declaring a variable twice won't effect it at all. The second declaration will just be ignored.


The one and only,


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