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FPSC Classic Scripts / Taking Script Requests

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Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 30th Dec 2009 21:58
Seeming as request threads are not allowed in this forum, post your scripts here and I'll make them. I can make them compatible with either stock FPSC, Project Green, or Project Blue (I'm not familar with other mods such as Fenix Mod and Horror Mod).

You can request whatever you want, tell me which mod you're using, and I'll make it (if it's possible of course).

Just make sure you credit me with whatever you use the script in


I USED TO BE MARC STEENE
The Master Dinasty
16
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Location: Valhalla
Posted: 31st Dec 2009 00:03
Good thing you are helping pepole out, might make a thread like this when i am finshed with my pack.





-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 31st Dec 2009 01:41
Quote: "Staring blankly at the sun waiting for my time to come... "


Hehe, i know which song that is (hint: nazi zombies )


I USED TO BE MARC STEENE
The Master Dinasty
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Location: Valhalla
Posted: 31st Dec 2009 01:49
Quote: "Hehe, i know which song that is (hint: nazi zombies )
"

I love that song
Why isent this as hot as i thought it would be? after all you are offering to do scripts with mods too! Maybe the americans sleeps now...



-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Chris Redfield 2008
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Location: Beecher\'s Hope
Posted: 31st Dec 2009 07:55
How bout a script where the enemy runs up to the player and starts punching the living crap out of them?

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Marc Steene
FPSC Master
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 31st Dec 2009 09:18
@Chris Redfield 2008, well that's more of an animating job rather than a scripting job but I'll see what I can do.


I USED TO BE MARC STEENE
science boy
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Posted: 31st Dec 2009 20:56
hey you could be my hero.

all i need is a basic script.

a booby trap script

needs to be activated when close and animate a sequence and cause damage. i have animated models all sorted just need the script im close but logic is avoiding me.

maybe 2 types a one use booby trap as in animates once and stays there
and the other once starts continues to loop and keeps giving damage

i hope so much you can give me the solution big big please

science boy

an unquenchable thirst for knowledge of game creation!!!
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 31st Dec 2009 22:31
Science boy, this script will animate the booby trap when the player is close enough and stops when the player is far enough.

:state=0:state=1
:state=1,plrdistwithin=40:plraddhealth=-1,animate=1
:plrdistfurther=40:animate=0

This one will animate once the player is close enough, and loop the animation.

:state=0:state=1
:state=1,plrdistwithin=40:plraddhealth=-1,animate=1

This one will forever loop the animation.

:state=0:animate=1,state=1
:state=1,plrdistwithin=40:plraddhealth=-1

This one will animate once when the player is close enough.

:state=0:state=1
:state=1,plrdistwithin=40,frameatend=0:plraddhealth=-40,state=2
:state=2:state=2


I USED TO BE MARC STEENE
Chris Redfield 2008
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Posted: 31st Dec 2009 23:35
Quote: "@Chris Redfield 2008, well that's more of an animating job rather than a scripting job but I'll see what I can do."


Don't mean to sound pushy or anything but, hows the progress on that melee script?

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 1st Jan 2010 00:31
Quote: "Don't mean to sound pushy or anything but, hows the progress on that melee script?"


Sorry Chris, you'll need to get an animator for that. You could in theory use the stock fpsc grenade throw animations.


I USED TO BE MARC STEENE
Chris Redfield 2008
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Posted: 1st Jan 2010 00:35
Ugh... Alright then. Have you tried the grenade throw animations with it?

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Marc Steene
FPSC Master
18
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Location: Bahrain
Posted: 1st Jan 2010 16:49
Quote: "Ugh... Alright then. Have you tried the grenade throw animations with it?"


No, I suggest removing the 'beat the crap out of the player' feature from the game


I USED TO BE MARC STEENE
FPSCgamerguy
User Banned
Posted: 1st Jan 2010 22:30 Edited at: 2nd Jan 2010 02:30
Hey marc I need a script where if the player walks into a trigger zone, all of his weapons get deleted.

Can you make one for me please?
( can you put the script in a code snipit thing please too)
thanks

FPSCgamerguy
science boy
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Posted: 2nd Jan 2010 16:28
Marc your a legend and a star if you need a model making or anything let me know.

science boy

an unquenchable thirst for knowledge of game creation!!!
Obevu
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Posted: 3rd Jan 2010 01:11
Hey! I was just about to learn everything about scripting to do just one thing (which i hope isn't difficult at all). I would be very greatful if you could easly make that script in 1 minute.

Can you make a script that goes like this?:
Building up a weapon with 2 seperate parts (that you have to pick up inside the game level while people over the internet is shooting at you), in a multiplayer game with FPSC full version.
I mean that those two parts are needed to complete the weapon so it's possible to use it. Meanwhile just having one part of the weapon, it's unusable.
To find ammo for that weapon you just have to find those two parts again to get 10 more ammo bullets.
I hope this isn't hard ...
OutdoorGamer
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Posted: 3rd Jan 2010 01:49
Chris I will try for you I will TRY lol. I'll see what I can do.
OutdoorGamer
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Posted: 3rd Jan 2010 04:02
Chris almost finished I think I almost got it.
OutdoorGamer
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Posted: 3rd Jan 2010 04:41
chris and here it is... now your gonna have to make an animation of your own cause i didn't put one in there. just stick your animation in the line that i marked. what it does is when he sees you he chases you and when he gets close enough you drop -1 every time he gets near. just put the animation in and it will look like he is punching someone and beatin them up. I hope this helps you.

here it is


Hope this helps you out man

thanks,

outdoor gamer
The Zoq2
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Location: Linköping, Sweden
Posted: 3rd Jan 2010 23:45
Hey, is it possible to create a script that adds a camera on a vehicle/robot that u can controll and the pics come up on a part of the hud??
I would rather have it in stock fpsc but PG is good to...
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 4th Jan 2010 13:56
Quote: "Hey marc I need a script where if the player walks into a trigger zone, all of his weapons get deleted."


This will work in Project Blue or Project Green:

:state=0:state=1
:state=1,plrwithinzone=1:removeweap=1,removeweap=2,removeweap=3,state=2
:state=2:state=2

Repeat the removeweap for each weapon slot.

Quote: "Marc your a legend and a star if you need a model making or anything let me know."


No problem, glad to be of assistance.

Building up a weapon with 2 seperate parts (that you have to pick up inside the game level while people over the internet is shooting at you), in a multiplayer game with FPSC full version.
I mean that those two parts are needed to complete the weapon so it's possible to use it. Meanwhile just having one part of the weapon, it's unusable.
To find ammo for that weapon you just have to find those two parts again to get 10 more ammo bullets.

Once again it is possible with Project Blue/Green (and probably stock FPSC).

Put this script in the first half of the weapon.

:state=0:dimvar=weappieces,state=1
:state=1,plrdistwithin=40:playertake,addvar=weappieces 1,state=2
:state=2:state=2

Put this script on the second half of the weapon.

:state=0:state=1
:state=1,plrdistwithin=40:playertake,addvar=weappieces 1,state=2
:state=2:state=2

Put this script in a Trigger Zone.

:state=0:state=1
:state=1,varequal=weappieces 2:setvar=weappieces 0,giveweap=yourWeap,state=2
:state=2,varequal=weappieces 2:addvar=A 10,setvar=weappieces 0,state=2

Please note: These will not work in multiplayer as a trigger zone is required. Also, the gun bit will work but the ammo may not add (unless the engine allows adjustment of internal variables). You will need to replace your gun name in the giveweap= action.

@OutdoorGamer, thanks for helping others but don't forget that this is my thread to provide scripts and essentially you are hijacking it.

Quote: "Hey, is it possible to create a script that adds a camera on a vehicle/robot that u can controll and the pics come up on a part of the hud??"


Unless the vehicle/robot is on a fixed course, it is impossible in both stock and Project Green at this time. Cameras can only be viewed one at a time. Besides, the game engine would have to render two cameras instead of one which would probably cause more lag.


I USED TO BE MARC STEENE
The Zoq2
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Location: Linköping, Sweden
Posted: 4th Jan 2010 16:46
but what if you could move it but not see it's view, and then press a button and replace youre view with it.
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 5th Jan 2010 14:08
The Zoq2, that's possible. The way I would script this would be to have a key activate the robot, and once that key is pressed, the player can control the robot and if desired switch to it's view.


I USED TO BE MARC STEENE
The Zoq2
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Location: Linköping, Sweden
Posted: 5th Jan 2010 16:36
How would i do that??
mAcpo
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Location: USA
Posted: 5th Jan 2010 18:05
Marc I am going to email you a custom script using project blue that I have been wrestling with for quite a while.. maybe you can help

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 5th Jan 2010 18:51
Replied.


I USED TO BE MARC STEENE
mAcpo
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Location: USA
Posted: 5th Jan 2010 23:23
Thanks again Marc you rock!!!

wizardious
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Location: Saskatchewan Canada
Posted: 6th Jan 2010 01:44 Edited at: 9th Jan 2010 00:02
Hey
I recently tried out redeye and hockeykid\'s water script.Pretty cool, however.... I saw a video on ***tube from plystire, demonstrating a swimming pool. Was this the same script? What I am wondering is if the water is controlled by a trigger, how do you get a pool with water without entering it and contacting the trigger zone? Perhaps this was a different water script? I applied the water to the first level of the chateau prefab thinking I could stand on the second level and throw the crate down. Of course, there was no water until I went down to the first floor and hit the trigger zone, when I ran back upstairs to throw the crate in, the water disappeared, although the crate still floated. My goal is to add a simple swimming pool to my level, similar to the one in the video plystire posted. I would appreciate any help that I can get on this subject.
Thanks I dont know how this post ended up here, a bug I think?
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 6th Jan 2010 03:52
@mAcpo, no problem, it sounded like a really cool effect you were going for.

@wizardious I think the video Plystire showed was Ply's Mod, and Red Eye used scripts. If you post the script causing the problem here I will fix it for you.


I USED TO BE MARC STEENE
GreenDixy
16
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Joined: 24th Jul 2008
Location: Toronto
Posted: 6th Jan 2010 06:31
Hey i am using project blue A: looking for a way to display a hud numbers and text, Everytime i pick up a item it adds a 1 to the hud number, so when i get to trigger zone i must have thoes say 10 of 10 thing. Not really the trigger zone part, what i want is the script for the counting and hud i can create any huds needed thats fine with me.

If your unable to do this thats fine.
If you can thanks in advance.

P.s any methods is welcome

===================
No life, Lots of love, 2 Kids, God save me LOL
Obevu
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Posted: 6th Jan 2010 09:37 Edited at: 6th Jan 2010 09:52
Quote: "No problem, glad to be of assistance.

Building up a weapon with 2 seperate parts (that you have to pick up inside the game level while people over the internet is shooting at you), in a multiplayer game with FPSC full version.
I mean that those two parts are needed to complete the weapon so it's possible to use it. Meanwhile just having one part of the weapon, it's unusable.
To find ammo for that weapon you just have to find those two parts again to get 10 more ammo bullets.

Once again it is possible with Project Blue/Green (and probably stock FPSC).

Put this script in the first half of the weapon.

:state=0:dimvar=weappieces,state=1
:state=1,plrdistwithin=40:playertake,addvar=weappieces 1,state=2
:state=2:state=2

Put this script on the second half of the weapon.

:state=0:state=1
:state=1,plrdistwithin=40:playertake,addvar=weappieces 1,state=2
:state=2:state=2

Put this script in a Trigger Zone.

:state=0:state=1
:state=1,varequal=weappieces 2:setvar=weappieces 0,giveweap=yourWeap,state=2
:state=2,varequal=weappieces 2:addvar=A 10,setvar=weappieces 0,state=2

Please note: These will not work in multiplayer as a trigger zone is required. Also, the gun bit will work but the ammo may not add (unless the engine allows adjustment of internal variables). You will need to replace your gun name in the giveweap= action."


Thanks for helping me out, but I really, really, really need to have this on multiplayer .
I was reading the pdf FPSC manual and there it said:

"* No dynamic entities except weapons, ammo and health
* All dynamic entities not essential to gameplay are forced to static"

So does this mean I have ammo and health to play with to get the result i desperatly need?
Maybe this might work then, I hope!!:

Gathering one ammo with an other ammo will make a text appear in the middle of the screen saying "Press Enter to combine those 2 ammo together to create a new weapon", but the thing is (after pressing Enter) the weapon entity doesn't get changed at all ! Instead what changes is the model (with diffrent animations and texture) and the damaged made from THE SAME ENTITY of the weapon just changes as well.

Or what about this? You can tell that i'm really desperate, lol.

There is a small room inside of the multiplayer level. Inside of that really small room there is a shotgun. The only way you can enter this room is through a locked door. How you open the door is by gathering 2 ammos, or 2 health packs, or 2 items or 2 weapons, somehow, someway, the door opens for that specefik door.
...
This way I'll make 9 rooms (9 weapons) and ALOT of diffrent combinations that opens each door. Like this:
ammo 1+ + ammo 2+ = 3 (This opens door 3 with the weapon 3 inside)
ammo 1x x ammo 3x = 3 (This opens door 3 with weapon 3 inside as well)

or my last desperate hopeful solution:
One weapon model(.X file) doesn't only have 1 weapon, it have 9 weapons inside of it. Since the .x model have 9 weapons, depending on which ammo you have collected, maybe ammo 1 and ammo 2 together makes the weapon model 3 shows itels in the playereyes and on the enemy multiplayer changes as well. Why? Because it's not really a entity switching, it's a animation of those models switching place. In other words, 2 things/pieces triggers an animation of those 9 models to switch with eachother depending what pieces are combined.
Marc Steene
FPSC Master
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 6th Jan 2010 13:17
Obevu, i think you need to drop the multiplayer idea. It's an unstable and unflexible system which, in my experience, rarely works. I don't think the scripts will run, and the gun halves will not work either.


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
Camouflage Studios
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Posted: 6th Jan 2010 21:09
can you make a talking system script? like when the player walks up to an entity a message appears, and the player presses enter to go through the message. and could you make it compatible with project green?

banner.jpg
SnowBoardin360
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Posted: 6th Jan 2010 23:58
I need a script so zombies will just go after you without waypoints and they !!!WONT!!! get stuck on walls taking turns. PLEASE im desperate for this script

You don't fight war for your contry, you don't fight war for your Queen, you fight war for the person beside you.
OutdoorGamer
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Location: everywhere...
Posted: 7th Jan 2010 00:01
Snowboarding I have somethin like that
The Master Dinasty
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Location: Valhalla
Posted: 7th Jan 2010 00:06
Quote: "Unless the vehicle/robot is on a fixed course"


Not quite, look at Conjured Entertainment`s vehicle game purely in STOCK. Well that would take time i guess after all he is the famous money maker....





-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Marc Steene
FPSC Master
18
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 7th Jan 2010 03:55
Quote: "Not quite, look at Conjured Entertainment`s vehicle game purely in STOCK. Well that would take time i guess after all he is the famous money maker...."


I wasn't referring to vehicles here, but to multiple cameras being viewed at once...which I know definatly won't work on vanilla FPSC (as only the stock camera can be viewed) and will not work on Project Green (only one camera can be viewed at a time).


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
Braden 713
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Posted: 7th Jan 2010 07:53
Shot you off an email Marc, let me know what you think man

Cheers

Life would be much easier if I had the source code.
The Zoq2
15
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Location: Linköping, Sweden
Posted: 7th Jan 2010 21:58
Hey, can you make my script??
Marc Steene
FPSC Master
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 7th Jan 2010 22:08
Quote: "Shot you off an email Marc, let me know what you think man"


Replied.

Okay everyone, this request thread is closed. I hope I helped some of you


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
THEpackrat
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Posted: 10th Jan 2010 04:04
Do I need a Script?
FPS Creator;
For entity: "door_g_k"... I entered key_1 in the "use" box.
For entity: "key_1" ...I entered door_g_k in the "if used" box.
What did I do wrong??
Question as opposed to asking for script work for a lazy american noob.
Thanks
A r e n a s
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Posted: 13th Jan 2010 14:26
What about a bit of code that detects when the player has spawned in multiplayer? (Please dont tell me that you cant have scripts in multiplayer guys as you can). Or if its easier for you, could you write some code that detects when the player spawns in Singleplayer? And then i will transfer it across to multiplayer.

.CALIBRE - COMING MAY 2010
Armageddon Games
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Location: Im In my Little bubble, Find your own...
Posted: 14th Jan 2010 19:11
Could you email me please.. people like to steal ideas and whatnot on the forums especially scripts. so email me here, i havea few requests for you.



Your signature has been erased by a mod - please reduce it to no larger than 600x120
Marc Steene
FPSC Master
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Posted: 14th Jan 2010 19:52
Sorry guys, but if you read above, this thread is closed.

I will, however, accept email requests to my email (including you Armageddon games).


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
joiund
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Posted: 14th Jan 2010 21:40
hi my main problem is i am taring to add a hud to show when i walk
to an area i used the guide (a hud appear when you walk near something) and i dide every thing right i made the fpi file and please it in script-bank and this is the Script i used

;Artificial Intelligence Script
;Header
desc = My Own HUD
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=languagebank\english\g
amecore\text\myownhud.tga,hudname=myownhud,hudhide=1,hudmake=display,
state=1
:state=1,plrwithinzone=1:hudshow=myownhud,state=2
:state=2,plrwithinzone=0:hudunshow=myownhud,state=1
;End of Script

and i made the photo withe Photoshop in tga format
and placed it in gamecore\text\myownhud.tga
and in fps i made a trigger and changed the ai main to the fpi file i created .
bout nothing work pleas help i am stuck for days
and i use FPS Creator X10

Demon Stone Cold

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