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FPSC Classic Scripts / A Script to Move back to previous level and ect... Im in trouble here!!!

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Jonez Games
14
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Joined: 19th Feb 2010
Location: Finland
Posted: 28th Sep 2010 20:42
Ok, so as I got too many problems with a 1.85g level limit, even troug the level wasnt even big and too detailed(not at all, and it needet to be much more)
Then I heard about a RPG mod that allows you to go trough a different levels via trigger zone(like a main hall, library, ect)

But I dont seems to find a script anywhere, and I cant do it by myself.

I'm really sick of all these problems and errors, but this is the only program I have.

And I was seriously about to drop the Phobia 2 project but then I realized theres a way to do loading doors like in Resident Evil's, Silent Hills, ect.

So if you know where to find this script or If you can do it, PLEASE help me.

Thanks

Jonez

Gencheff
14
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 28th Sep 2010 20:53 Edited at: 28th Sep 2010 20:54
rpg_setnextlevel=(next level to play) – sets next level variable
rpg_savecurrentlevel=(You can use slot numbers 11 - 99)
The minimum number to use is the first slot number after your highest created level
These slots can be reused but previous data will be erased.
rpg_loadlevel= You can use slot numbers 11 - 99) – Corresponds to saved level
The minimum number to use is the first slot number after your highest created level
rpg_gotosetlevel (no parameters)


From the RPG Mod Manual

Haven't tested it though

BlackFox
FPSC Master
16
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 28th Sep 2010 21:08
Those are the commands.

There is a zip file in the Script Packs folder when you login to your account called RPG_Mod_UserPack001_FPSC116.zip. This file contains sample levels and scripts to allow traversing to a previous level. If you look in the Sample Scripts, you will find the scripts to do this. If you look in the Sample Levels, you will find 3 levels created showing how to do this.

However...

On our RPG Mod site, and looking at the filename, you will see that these levels and scripts were created using FPSC v1.16. On the site, it states that these examples and all our demos (Demo 1-8) were created using RPG Mod v2.xx and FPSC v1.16.

I am currently working on a new demo and sample levels for FPSC v1.17 with any updates to the scripts and commands. I will check each command to ensure they function properly in FPSC v1.17. It will not happen in an hour, nor overnight as I have other duties to perform. Once they are completed, we will e-mail the RPG Mod users and post in our thread of the update.

So far, most if not all commands do work, but there has been an issue with the level traversing/saving a level based on media used in that level. For example, I have a WW2 game that allows me to save if I use specific segments or other media. There are some media that will allow me to save the game, but loading causes the game to crash.

- BlackFox

RPG Mod- Create a world full of adventure
Jonez Games
14
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Joined: 19th Feb 2010
Location: Finland
Posted: 28th Sep 2010 21:41
Quote: "BlackFox"


Thank you, So the scripts are coming and some sample levels too to help.

Thats great!
And the save spot system(like in silent hill, and resident evil ect)
Will make it a true survival horror!

Now waiting for the v1.17 update.(hope its still soon)

Thanks again

Jonez

Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 28th Sep 2010 21:52 Edited at: 28th Sep 2010 21:57
EDIT: Redacted by Seth Black...

...never mind then. So sorry to have disturbed you...

Jonez Games
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Joined: 19th Feb 2010
Location: Finland
Posted: 28th Sep 2010 21:53 Edited at: 28th Sep 2010 21:54
Quote: "...v1.17 has been available for quite some time:"


God... I mean the RPG mod sample levels and scripts...

Jonez Games
14
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Location: Finland
Posted: 28th Sep 2010 22:04
Quote: "Seth Black"


Oh, that was nothing

Jonez

BlackFox
FPSC Master
16
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Location: Knight to Queens Bishop 3
Posted: 29th Sep 2010 01:38 Edited at: 29th Sep 2010 01:39
@ Jones Games

Please see the following thread:

RPG Mod Update- v3.21

I have fixed the issue we found with traversing from level 1 to level 2, back to level 1, etc. I have compiled the new release and has been posted for you. Also note I remade the sample maps and such for users to load into their FPSC and see exactly how this concept is done.

Please note that this will not work with FPSC v1.18 (beta # whatever). The commands in the manual have not changed.

- BlackFox

RPG Mod- Create a world full of adventure
Jonez Games
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Location: Finland
Posted: 30th Sep 2010 11:22 Edited at: 1st Oct 2010 01:49
Ok. Tested it and everything works fine, expect some things...

I made a 3 level test of some mansion.
level 1, main hall. Level 2, easwing and level 3 westwing.

When I get to the west wing, lvl 3 and go back to the main hall, level 1. I cant go to the east wing neither west.

I solved the problem by making 3 copies from the first level, main hall. 1st when you start from ther, second when you come from a west wing and third, when you come from a east wing.

So I need always atleast 2 copys from the level what have a two loading doors.(the game will have a LOT of levels now)

After that I could unlimitedly go trouhg the levels in a mansion.

But then I ran to an another problem.
My gun, only gun to the game(eais led flashlight, not much of a problem because its the only "weapon" in a game) The problem can maybe be solved by adding it to every levels player start.

But now I got some guestions:

About the inventory:

1. Can I pick up a key for example from level 6, to open a door from a level 2?

2. Can I carry health for later use in different levels?

3. Can I carry notes and stuff for later read?

4. how does the clue thing work? Can I add new clues via trigger zones or pick ups like a keys. Because I would wanna do something like a Penumbras "to do list", or Amesias "Memento list".

5. Do you have the save point script? If not, Can you say when its released?

I hope you can answer...
Thanks for the great mod!

Edit:
It doesnt work! The weapon/flaslight dissaper after going trough few levels. And I have tryed everything and I cant get it working.

Do I need a inventory scipt for this to work or something?

Jonez

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 2nd Oct 2010 00:34 Edited at: 2nd Oct 2010 01:43
I would suggest you take a look at the scripts from the newest demo I did, and from Demo #7 on our site that deals with weapons.

Let's look at this one- the script that takes you from level 1 to level 3 as an example.



Notice that the last line of the script has :destroy, meaning the script stops when it reaches that state. Therefore, you would have to tweak the script to do its thing, then go back to the beginning.

Yes, you can collect a key from level 6 to bring back to a previous level. Yes, you can carry health to use later on.

Which save point script are you referring to? If you are meaning how the mod saves that point when you go to the level, then returns, again look at the scripts.

Could you give a bit more of an explanation when you need help with a feature. Your game structure will be different than mine, so unless I see your scripts or can read them telepathically, I am unclear to your issues. And you don't need to make duplicate levels for this to work.

**ADDITION**

As far as the weapons, or flashlight, make sure you look at the scripts that demo used to allow us to collect a weapon and traverse back. You can't give the player the weapon on the start and have them carry it to and from levels. You have to have the player pick the weapon up, and the weapon script must contain the RPG commands to allow it to move back and forth levels.

- BlackFox

RPG Mod- Create a world full of adventure
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 2nd Oct 2010 01:19
There is not much I can do to make this really easy to do. But, it is doable. You may have to think about using variables to keep track of what level you have come back from. For example my game will always come back to level #1 so the player can choose another quest/destination. I'm keeping track through variables. Also, be sure and use the commands rpg_savedrpgdata and rpg_restorerpgdata correctly. They need to be placed correctly.

I will let Blackfox help you through this. I'm just peeping in to let you know it can be done and to take heart. It is just is difficult to wrap one's head around the procedure. Also, as Blackfox said, you will not need to have more than one of the same level. This is what I was trying to prevent when I wrote the command codes.

@Seth Black

Hey thanks for trying to help. We just have a frustrated scripter here. And I know what that's all about and how he feels.

I also know about poking my own head into something that I misunderstood what was going on in the first place. It might even be in this instance.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
BlackFox
FPSC Master
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 2nd Oct 2010 01:46
Quote: "There is not much I can do to make this really easy to do. But, it is doable. You may have to think about using variables to keep track of what level you have come back from. For example my game will always come back to level #1 so the player can choose another quest/destination. I'm keeping track through variables. Also, be sure and use the commands rpg_savedrpgdata and rpg_restorerpgdata correctly. They need to be placed correctly.

I will let Blackfox help you through this. I'm just peeping in to let you know it can be done and to take heart. It is just is difficult to wrap one's head around the procedure. Also, as Blackfox said, you will not need to have more than one of the same level. This is what I was trying to prevent when I wrote the command codes."


The demo's created will also assist. If you run the demo, you will see the particular procedure in action. If you look at the scripts for the level, you will see just how each has to be coded correctly. As Flatlander says, you need to have commands in the right place.

If you don't understand or know scripting, this mod will not be for you.

- BlackFox

RPG Mod- Create a world full of adventure
Jonez Games
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Joined: 19th Feb 2010
Location: Finland
Posted: 2nd Oct 2010 03:01
Dublicating levels arent much of a problem, whit that I can easily chance levels by adding some monsters and new level doors but the weapon dissapearing is a problem.

I will take a look for that later. And how the key thing works.
And yes. Im really bad at scripting, but Ill try to learn, cause I really need this.

About the save system. I meant that can I have a samekind of a save system like in a Resident Evil or silent Hill. Like a saving trough a entity or something?

Please, check out this thread on and off If I have any guestions.

Thanks

Jonez

Jonez Games
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Joined: 19th Feb 2010
Location: Finland
Posted: 2nd Oct 2010 18:05
The weapon thing Is the biggest problem now. But Im not sure if the mod had some kind of a flaslight system?
With that the problem could be solved.
If it has, would it work like this:
By adding the flaslight script to every level(like the 2d hud one)

Other than that, I can solve the healt system without using inventory or key system.

But I still want to know how the key system works, so:

Could you by anyway make a sample levels for fpsc creator for me to try.
Sample levels like a 1st level with two level doors(for the 2 and 3st level), and duplicating the 1st level(like I will probally do) like this:
when you come from a 2st level, it loads the 1st level as a 4st level and the player start would be on a level door of 2st level and same with a 3st level, the 1st as a 5st level.
And then maybe adding a key to the 3st level and open a locked door from a 2st level.

I tryed the newest demo and you couldnt unlimitedly go trough the levels, so maybe simpliest way is dublicating the levels.

But I need to know how the key system works.

Hope you can aswer

Thanks

Jonez

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 3rd Oct 2010 04:59 Edited at: 3rd Oct 2010 05:08
Quote: "But I still want to know how the key system works"


So would I I don't recall a key system. Perhaps you could explain in detail what you are referring to.

Quote: "
The weapon thing Is the biggest problem now. But Im not sure if the mod had some kind of a flaslight system?
With that the problem could be solved.
If it has, would it work like this:
By adding the flaslight script to every level(like the 2d hud one)"


I'm unclear as to what the issue is with the weapon. Our demo 7 shows effectively how we went from level 1 to another level, collected a weapon, and brought it back to level 1. I'll need a bit more information as to what is not working.

Quote: "I tryed the newest demo and you couldnt unlimitedly go trough the levels, so maybe simpliest way is dublicating the levels."


On that demo (newest and demo 7), you can only traverse once. If you look at the scripts for moving from one level to another and then back again in that demo, you would have noticed the script terminates with the :destroy in the end of the script. To make it work multiple times, you would need to read up on variables in the manual, then apply that to a script so that you can traverse multiple times.

Unfortunately, I do not have time to pull my developments to create different levels for everyone to understand how to script or use this mod. Everything is all there to get people started. I can't afford to do the work and let my schedules get pushed further. We have obligations and deadlines to meet, our time is money for our clients. As I said before, look at the demos, examine the scripts in them and get a sense of how it works. And look over the RPG Mod manual. Run a demo and notice how the key is added to the inventory. Then find that script to see how it is added to inventory. Or look at the script to see how you collect the weapon and how it's brought back to a previous level. The demos were created not for my benefit, but for all to tear apart and see how it works.

Attempt to make a few scripts, and if you are stuck, post them for me to actually see them. Then I can help you, but I can't help if I don't see what you are trying to do.

- BlackFox

RPG Mod- Create a world full of adventure
Jonez Games
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Joined: 19th Feb 2010
Location: Finland
Posted: 3rd Oct 2010 13:47
OK, I'll take a look. It sure will take a while to understand this mod, but I'll try my best.

Jonez

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