This pack consists of scripts displaying text messages and are best suited for adventure or survivial games in the style of Silent Hill, Obscure or Penumbra.
Entities with these scripts can be investigated by targeting them with the crosshair and pressing <Enter>. To make them work 100% you need to have the latest version of FPSC 1.16 installed and use a mod that includes the PICKOBJECT condition (Fenix mod does and I have been told that every mod including AirMod also has it). EDIT: The latest version of RPG MOD also includes the
pickobject condition, you just have to rename it to
rpg_pickobject everywhere in my scripts.
The aim was to get rid of huds popping up out of nowhere (even while you have turned your back at the entity) and stop picking up stuff while running through the map before you even have seen what is is. Also I wanted to make the game environment more interactive.
These scripts use no huds anymore and are presented in a way that make them easily customizable to fit any game setting.
After 4 weekends of hard work I have the basic pack ready. It contains 300 ready-to-use scripts for:
- firearms & ammo
- melee weapons
- health items
- doors & keys
- blood overlays & corpses
- searchable entities
- flavour items
and some odds
In addition the pack includes 40 custom soundfiles for doors, keys, containers etc. Since I only have Windows Movie Maker to work on sounds, the quality is rather poor and you might consider to rewrite the soundpaths to use sounds from Model Packs you have. The pickup sounds for most items are scripted to come direcktly from the gamecore folder's stock guns sounds but if you use weapons from Model Packs or the GC store, then these might have better sounds too.
Here is the youtube demo vid. I had to cut it down to 10 minutes, playing the simple demo actually took longer than that:
http://www.youtube.com/watch?v=iehQEKGfHrY
That's the download for the demo game itself:
http://www.file-upload.net/download-2580329/AGSPTest01.rar.html or
http://www.megaupload.com/?d=36MR5K0L--->UNFORTUNATELY THE GAME CRASHES UPON ENTERING THE WINZONE - I am working on it! You can enjoy the demo anyway, just don't enter the winzone (you'll get forewarned due to my scripts
) at the end but use ESC instead.
And here is the download for the basic pack:
http://www.file-upload.net/download-2580309/StorytellersAGSP.rar.html or
http://www.megaupload.com/?d=EDRQMH8V
In case someone wants to check out a single script without downloading everything first - this is an example for a stock wooden door that needs a "small key" to be opened:
;Artificial Intelligence Script
by TheStoryteller01 2010
;Header
This script only works with FPSC 1.16.18, because FPGCRAWTEXT is used AND it also needs a mod that supports the PICKOBJECT condition.
desc=
Made for doors that are locked at the start and can be opened with an item named "small key".
To start the script at any time, the player has to move the cursor over the door and press <Enter>.
While the script is running the player cannot move or use mouselook but still shoot.Pressing <Del> at any time ends the script.
The script checks the following conditions:
- player has/hasn't got the right key
- door is locked/unlocked
- door is open/closed
If he has the right key, the player can choose to unlock the door or leave it.
Once the door is open it stays open but the player can close it again. He cannot lock the door again though.
;Triggers
:state=0:state=1
:state=1,pickobject=1,plrdistwithin=60,plrusingaction=1:timerstart,plrdisable=100000,state=2,
:state=2:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=2:fpgcrawtext=A sturdy wooden door. It is locked.
:state=2,timergreater=500,plrusingaction=1:timerstart,state=4
:state=2,scancodekeypressed=14:plrdisable=0,state=0
:state=4,plrhaskey=1:timerstart,plrsound=audiobank\thestoryteller01\keypickup.wav,state=6
:state=4,plrhaskey=0:timerstart,plrsound=audiobank\thestoryteller01\wooddoorrattle.wav,state=7
:state=4,scancodekeypressed=14:plrdisable=0,state=0
:state=6:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=6:fpgcrawtext=Maybe the small key will unlock the door.
:state=6,timergreater=500,plrusingaction=1:timerstart,plrsound=audiobank\ww2\scenery\doors\lock.wav,state=9
:state=6,scancodekeypressed=14:plrdisable=0,state=0
:state=7:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=7:fpgcrawtext=I don't have the right key.
:state=7,timergreater=500,plrusingaction=1:state=0
:state=7,timergreater=1500:plrdisable=0,state=0
:state=7,scancodekeypressed=14:plrdisable=0,state=0
:state=9:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=9:fpgcrawtext=I unlocked the door.
:state=9,timergreater=500,plrusingaction=1:timerstart,state=12
:state=9,scancodekeypressed=14:plrdisable=0,state=10
:state=10,pickobject=1,plrdistwithin=60,plrusingaction=1:timerstart,plrdisable=100000,state=11
:state=11:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=11:fpgcrawtext=A sturdy wooden door. I already unlocked it.
:state=11,timergreater=500,plrusingaction=1:timerstart,state=12
:state=11,scancodekeypressed=14:plrdisable=0,state=10
:state=12:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=12:fpgcrawtext=Press <Enter> to open or <Del> to leave it.
:state=12,timergreater=500,plrusingaction=1:plrdisable=0,state=14
:state=12,scancodekeypressed=14:plrdisable=0,state=10
:state=14:setframe=0,plrsound=audiobank\ww2\scenery\doors\open.wav,state=15
:state=15:incframe=0
:state=15,frameatend=0:coloff,state=16
:state=16,pickobject=1,plrdistwithin=80,plrusingaction=1:timerstart,plrdisable=100000,state=17
:state=17:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=17:fpgcrawtext=I left the door open.
:state=17,timergreater=500,plrusingaction=1:timerstart,state=18
:state=17,timergreater=1000:plrdisable=0,state=16
:state=17,scancodekeypressed=14:plrdisable=0,state=16
:state=18:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=18:fpgcrawtext=Press <Enter> to close or <Del> to leave it.
:state=18,timergreater=500,plrusingaction=1:plrdisable=0,state=19
:state=18,scancodekeypressed=14:plrdisable=0,state=16
:state=19:colon,state=20
:state=20:decframe=0,
:state=20,frameatstart=0:setframe=0,plrsound=audiobank\ww2\scenery\doors\close.wav,state=10
;End of Script
Although I was constantly testing and improving the scripts, it is possible that one or the other still doesn't work as intended (or that I screwed it up during the improving process
) Also I am still not a native english speaker, so some of my text lines may sound weird (or worse). In both cases I apologize in advance and will be thankful for any feedback.
Feel free to post any questions you might have!
In case you find my grammar and spelling weird ---> native German speaker ^^