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FPSC Classic Scripts / AGSP: Storyteller's Adventure Game Script Pack (uses pickobject & fpgcrawtext)

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tetrafin33
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Location: Resident of Evil
Posted: 30th Jun 2010 00:54
How do you make items pop up after searching something?
tetrafin33
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Posted: 30th Jun 2010 00:56
Hey this might be a double post i forgot if i asked this already :S but how do you get an item to appear after searching something like in your demo video?
veer
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Posted: 30th Jun 2010 10:24
setting every entities to dynamic might led to decrease in frame rate...have you notice decrease in frame rate
The Storyteller 01
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Posted: 30th Jun 2010 10:43 Edited at: 30th Jun 2010 10:43
@tetrafin33:
Every single one of my scripts includes the *manual* in the desc, like the AmmoBoxCON script:


@veer:
Just try out the demo game and see for yourself

In case you find my grammar and spelling weird ---> native German speaker ^^
tetrafin33
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Posted: 30th Jun 2010 18:05
sorry story teller thx for the help I happen to suffer from a severe case of noob down syndrome.
gendestroier
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Posted: 1st Jul 2010 21:03
so go were you installed the fpsc and soud have a folder there called docs, inside that folder have a docuent called the guide.
it shoud teach you everything you need, you wil still been a nooby but you probably will not ask that kind of think anymore

mods for creating a inteligent game,at least
The Storyteller 01
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Posted: 1st Jul 2010 22:26
Quote: "sorry story teller thx for the help I happen to suffer from a severe case of noob down syndrome. "


No you aren't. In fact I started to write my cheat sheets right into the scripts, because otherwise I would forget how to use them properly myself

In case you find my grammar and spelling weird ---> native German speaker ^^
pIx
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Posted: 3rd Jul 2010 02:46
anyone tested if this works with X10?
gendestroier
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Posted: 3rd Jul 2010 23:15
i tested, it doesn't

mods for creating a inteligent game,at least
Nickydude
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Posted: 5th Jul 2010 08:57
Quote: "setting every entities to dynamic might led to decrease in frame rate...have you notice decrease in frame rate "


The way around that is to create a small flat planed object (like a billboard), texture it black, make it dynamic, place it next to where you want the text to pop up & attach the appropriate script, that way you don't have to make high polly objects dynamic if they don't need to be.



For KeithC
The Storyteller 01
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Posted: 5th Jul 2010 13:01
@Nickydude
You are right, I do this a lot in my own projects too.

Not especially because of the frame rate, but because this way the entity doesn't stick out from the rest under certain lighting conditions and give away it's *special* status.

It's also a workaround for entities that look weird in certain shader settings when turned dynamic.

In case you find my grammar and spelling weird ---> native German speaker ^^
Nickydude
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Posted: 5th Jul 2010 14:05
Great minds think alike.

There's always a workaround.



For KeithC
Wolf
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Location: Luxemburg
Posted: 8th Jul 2010 18:41
Quote: "There's always a workaround."


And its never easy.

God Helps the Beast in Me!
gendestroier
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Posted: 9th Jul 2010 00:59
Quote: "And its never easy."


amen

mods for creating a inteligent game,at least
Nbt
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Posted: 3rd Aug 2010 01:14
Very handy pack this - thanks

JonnieR
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Posted: 4th Aug 2010 01:30
StoryTeller,

I downloaded the demo and scripts. Being somewhat new I am no sure about the "pickobject" mod or how to install it.

Very innovative work BTW.
The Storyteller 01
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Posted: 4th Aug 2010 01:34
For the pickobject condition you ned a mod like FENIX, RPG or PB.

In case you find my grammar and spelling weird ---> native German speaker ^^
Nbt
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Posted: 4th Aug 2010 12:35
FPSC v1.18 seems to have the pickobject fpi condition.

from docs/addendum.rtf
Quote: "pickobject : true if entity is immediately in front of camera (centre screen)
"


The Storyteller 01
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Posted: 4th Aug 2010 12:52 Edited at: 4th Aug 2010 12:59
It's not the same as pickobject in the mods, where the crosshair has to be on the object but it'd be good enough.

Silent Hill also had only a "player facing object" check

From 1.17
Quote: "Added new FPI condition called PLRFACING which is true when the player is facing the entity scripted"


so PLRFACING will be in 1.17. At least, cause it's a long way to 1.18

In case you find my grammar and spelling weird ---> native German speaker ^^
Nbt
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Posted: 4th Aug 2010 12:59
Quote: "btw, I hoped at least some kind of plrfacing will be intoduced in 1.17. It's a long way to 1.18"


That came from the addendum.rtf from v1.18b1 lol

RAXMUX Games
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Posted: 10th Aug 2010 14:23
Quote: "And here is the download for the basic pack"


Will there be a advanced pack ?

By the way , I've made some new scripts to my new game (not posted any wip thread yet) based on your script.
Is that ok ?

The Storyteller 01
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Posted: 14th Aug 2010 17:32 Edited at: 14th Aug 2010 17:35
Quote: "Will there be a advanced pack ?

By the way , I've made some new scripts to my new game (not posted any wip thread yet) based on your script.
Is that ok ?"


I started scripts expecting that the PICKOBJECT condition would be included in FPSC 1.17 and was very frustrated (mildy put) that this has to wait until the 1.18 release.

I am however working on conversation scripts using the PLRFACING condition (which is new in 1.17) because it is practically enough for this job.

And there is no need for permission to do with my scripts whatever one wants. Imo scripting with existing commands involves nothing that can result in any kind of intellectual property). And my text aren't literature either

In case you find my grammar and spelling weird ---> native German speaker ^^
BeauPratten
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Posted: 15th Aug 2010 08:46 Edited at: 17th Aug 2010 09:57
This is great! I'm going to use it in my Resident Evil fan game to give it some depth and strategy...

Just a question though, I know very little about scripting and I want a hud to appear in my screen too during the little interaction. How can it be done?

If I'm not making any sense look at the really bad picture..


I will admit that I'm not always right, but I'll never admit that I'm wrong.

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Assassin6691
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Posted: 20th Aug 2010 20:10
hi probably a dumb question but where do you put the script to pickup the weapon after you use the container script because when i search a container works fine the gun appears on top but you just pick it up as you do normally with a weapon there is no option to leave it or the text describing the weapon before. As i said probably dumb but im a lil bit thick lol
The Storyteller 01
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Posted: 22nd Aug 2010 05:04
container script goes onto the container
weapon script goes onto the weapon



In case you find my grammar and spelling weird ---> native German speaker ^^
JonnieR
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Posted: 24th Aug 2010 22:46
Storyteller,

I am using your "NoHuds" script in one of my projects. Thanks for posting this script. I will make sure I give you credit.

My scripting is a work in progress, so these questions may have pretty obvious answers. I wanted to expand the number of lines of text from 2 lines to three or more. I tried just adding a third line with your coding but when the character (in this case) speaks the third line it diaplays so quickly you can't read it. I tried adjusting the timer but I did not succeed. Any help would be welcome.
The Storyteller 01
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Posted: 24th Aug 2010 23:01
Quote: "Storyteller,

I am using your "NoHuds" script in one of my projects. Thanks for posting this script. I will make sure I give you credit.

My scripting is a work in progress, so these questions may have pretty obvious answers. I wanted to expand the number of lines of text from 2 lines to three or more. I tried just adding a third line with your coding but when the character (in this case) speaks the third line it diaplays so quickly you can't read it. I tried adjusting the timer but I did not succeed. Any help would be welcome"


I cant test it at the moment but I try to give an example in this code that MIGHT cover the problem:


This is a script variation of the above that has an additional line and should work, please try if it does:



In case you find my grammar and spelling weird ---> native German speaker ^^
DVader
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Posted: 16th Sep 2010 18:23
Does this work with version 1.17? It says 1.16 only but that might be because 1.17 wasn't out then, couldn't say. I made a request for RPG mod but still waiting for reply. This however, sounds like it may do a lot of the things I want. Apart from starting a new level, my first game attempt is paused now until I can work out a better system than having all items just lying around. I don't really want to start work on the next level, if things I want to do in the first are not possible, because of limitations of fps creator or my own.

http://s6.bitefight.org/c.php?uid=103081
The Storyteller 01
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Posted: 16th Sep 2010 19:09 Edited at: 16th Sep 2010 19:15
From feedback I got, it works with 1.17 as well - but the PICKOBJECT condition is still not implemented in Vanilla FPSC(will be in 1.18 I've been told).

So you still need Fenix, RPG or any other mod that includes this condition to make them work properly.

Since 1.17 includes the PLRFACING condition at least, the scripts targeting larger objects (especially doors!) can be used: simply swap all PICKOBJECT with PLRFACING.

This also works well enough with everything thats not lying on the floor but in eye-height of the player character, like p.e.
- a fireaxe on the wall
- a weapon on a rack
- a med kit on a shelf
- a corpse hanging on a hook
- a parked van

In case you find my grammar and spelling weird ---> native German speaker ^^
BeauPratten
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Location: Newy, Australia
Posted: 27th Sep 2010 15:19
Is it possible to set so a little hud like an X at the position of the cursor when you are looking at the object. I just have problems with keys where you need to do lots of fiddling to move the mouse around to find the right point to be able to pick small things up.

The Storyteller 01
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Posted: 27th Sep 2010 15:28 Edited at: 27th Sep 2010 15:29
@BeauPratten: Sure its possible, afair Brunopark worked out in this thread how to signal the player that there is something to find with an eye hud: http://forum.thegamecreators.com/?m=forum_view&t=175740&b=23

As long as you use Vanilla 1.17, you can also replace PICKOBJECT=1 with PLRFACING=1 in the scripts, that way the script reacts to the player facing the object (and being near enough according to the PLRDISTWITHIN value)without him having to point at the object.

Hope that helps a little.

In case you find my grammar and spelling weird ---> native German speaker ^^
whats wrong with this script!
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Posted: 13th Oct 2010 04:46
nice im going to try it out.

riccetts
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Posted: 14th Oct 2010 23:34
I tried the text script out on an unarmed character and it didn't work.
I have fpsc 1.7 would the character have to be a talk character?
The Storyteller 01
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Posted: 18th Oct 2010 00:55
None of these scripts is supposed to be used on a person, they are only made for objects.

Can you post the script you used? And did you edit it in any way?

In case you find my grammar and spelling weird ---> native German speaker ^^

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