Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Script not hiding hud and changing ambient level, please help?

Author
Message
ArcGames
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location:
Posted: 19th Oct 2010 03:28
I use Fenix Mod v1.1

Hello, I have a script that when use press a button on your keyboard one time it is suppose to change the AMBIENT LEVEL to 95 and display a hud, and if you press the same button a second time it changes the ambient level back to where it originally was. The problem I am having is this, the hud displays when I click the button the first time but I don't believe the ambient level is changing, also when I click the same button a second time absolutely nothing happens the hud is still showing and the ambient level has not changed back, here is a copy of my script....



Please help me fix my script?

Thanks.
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 19th Oct 2010 04:04 Edited at: 19th Oct 2010 04:14
Try the following (I put in a trigger Main script):



This follows the same script that I use for goggles. I usually use the hudunshow myself for huds.

As far as ambience... the following script works for both the goggles and ambience. I've tested on my side and you may need to adjust the ambience values to suit your needs:



- BlackFox

RPG Mod- Create a world full of adventure
zeza
16
Years of Service
User Offline
Joined: 27th Jun 2008
Location:
Posted: 19th Oct 2010 04:15
Well, since he is using Fenix Mod, you could use keypressed


I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
ArcGames
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location:
Posted: 19th Oct 2010 04:43 Edited at: 19th Oct 2010 04:50
@BlackFox...

It works as far as showing the hud and then hiding the hud, but it doesn't change the ambient to 95 and then to 13. Ambient reverts back to the setting that is in the setup.ini file (which is 25), does this have anything to do with the fact that I am using Fenix Mod v.1?
Brunopark09
14
Years of Service
User Offline
Joined: 7th Jul 2010
Location: Santiago de Chile
Posted: 19th Oct 2010 04:55
Apply ita dynamic light, not a trigger zone, i made a nv script though and that was my problem.

SCI FI MEDIA IS NEVER ENOUGH!
ArcGames
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location:
Posted: 19th Oct 2010 05:06
@Brunopark09..

How to I do it with a Dynamic Light instead of a trigger zone? If I use a light entity then the light is always showing and that is weird, please explain?
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 19th Oct 2010 05:13 Edited at: 19th Oct 2010 05:31
Quote: "Apply ita dynamic light, not a trigger zone, i made a nv script though and that was my problem."


If you had seen my post before yours, you would have read that I tested the supplied script and it does work, in a Trigger zone. I don't need to attach it to a dynamic light at all.

Quote: "It works as far as showing the hud and then hiding the hud, but it doesn't change the ambient to 95 and then to 13. Ambient reverts back to the setting that is in the setup.ini file (which is 25), does this have anything to do with the fact that I am using Fenix Mod v.1?"


I know in my script I had just the ambience=95 and ambience=13 and noticed my ambience did not change. I had made a room with scifi segments, all enclosed. That's why I put the ambiencered/green/blue numbers in and it worked for me just fine. Each time I triggered the goggles, it changed the ambience just as I needed.

You could put a light marker in the map to test as well. Also, Rolfy and I had this conversation in the migration thread for FPSC v1.17. His issue was similar, and once he put a light in the map, it did what he wanted. In my test, I did not use a light marker, so I know my method worked as well.

- BlackFox

RPG Mod- Create a world full of adventure
ArcGames
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location:
Posted: 19th Oct 2010 05:52
@BlackFox...

Quote: "Quote: "It works as far as showing the hud and then hiding the hud, but it doesn't change the ambient to 95 and then to 13. Ambient reverts back to the setting that is in the setup.ini file (which is 25), does this have anything to do with the fact that I am using Fenix Mod v.1?"

I know in my script I had just the ambience=95 and ambience=13 and noticed my ambience did not change. I had made a room with scifi segments, all enclosed. That's why I put the ambiencered/green/blue numbers in and it worked for me just fine. Each time I triggered the goggles, it changed the ambience just as I needed.

You could put a light marker in the map to test as well. Also, Rolfy and I had this conversation in the migration thread for FPSC v1.17. His issue was similar, and once he put a light in the map, it did what he wanted. In my test, I did not use a light marker, so I know my method worked as well."


I was actually talking about YOUR script that YOU created that YOU use (sorry for the caps, just wanted you to know which one I am talking about). It shows and hides the hud, it changes the ambiance to what you set it at when you turn the goggles on, but when you turn the goggles off it changes the ambiance to 25, and 25 is nowhere in the script?
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 19th Oct 2010 06:09
Put a light marker in place. See if that works. As I mentioned before, a few of us had a discussion in the migration thread about the ambience settings in a test game. Someone put a light marker in their map and it was fine. If not, then it has to do with the " ambience code" that we had a discussion on in that thread.

Remember all you can do is trial and error. What works on my end may not work for you based on your configuration. The script I posted works perfectly for myself. The main points I wanted to make was how to layout the script, and the fact that it will work in a trigger. You can take what I've shared and alter it to suit your needs. I just wanted to ensure you were going in the right direction.

- BlackFox

RPG Mod- Create a world full of adventure
ArcGames
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location:
Posted: 19th Oct 2010 07:12
@BlackFox...

Thank you for all of your help.

Tried it with and without the light marker, still didn't change the ambiance, of well. At least I am able to show and hide the hud (and that was my main goal). You got me on the right track for the scripting.

Once again, thank you.

Login to post a reply

Server time is: 2024-11-24 16:37:45
Your offset time is: 2024-11-24 16:37:45