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FPSC Classic Scripts / Disable <> keys in built game

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dustofdeath
13
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Joined: 7th Mar 2011
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Posted: 17th Mar 2011 05:44
so any solution to that? the option for a player to change the ambient light completely destroys my game.

i need it for the round to be set at around 3 (night scene with a "fake moon" but shadowed areas are slightly too dark so ambient 3 fixes that).
I could set a triggerzone but it doesn't seem to work all across the map (even if i set it as large as the map is), just limited range.
Cant set it under spawn and set it on a infinite loop so it always resets to 3(:state=0:ambience=3) cuz i have one room where i use trigger to set ambient to 0 - cuz the above script would reset it to 3 as soon as i leave the zone.
Michael Thompson
16
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 17th Mar 2011 09:40
That isnt compiled into the built game, and neither is infinite health and all of that, they are only in test games.

http://www.flashstargamecreations.webs.com
xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 17th Mar 2011 14:34
What I have had work in the past is to set the ambience and the RGB values to the same number. If you want the ambience to always be 5, set all 4 values to 5. Now there have been some updates since I've used this so I don't know if still works in the latest version. Also, some things that don't work in test game do work in the built game and vice-verse.

Brian.

... and the band played on.
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 17th Mar 2011 16:40 Edited at: 17th Mar 2011 16:54
You could also add these two lines at the top of the main ai script for any entity that has its Always Active = YES...

:scancodekeypressed=51:ambience=25
:scancodekeypressed=52:ambience=25

Of course you would need to set the ambience to whatever you want it to be, as we used 25 for this example.
So, in your case it would be...

:scancodekeypressed=51:ambience=3
:scancodekeypressed=52:ambience=3

This doesn't set the ambience, so do that how you normally would.
These two lines simply disable the < and > keys
It may flicker a bit when they hit it because the engine still tries to adjust it, but it should keep them from makes any drastic change.

dustofdeath
13
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Posted: 17th Mar 2011 19:29
well almost - when u press any other key at the same time (like move etc) u can boost up the ambient light and it stays at that level until u press any of the <> again.
rolfy
18
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Posted: 18th Mar 2011 01:47
Add 'always' condition to the built levelsetup.fpi, always worked for me.
:state=0,always:ambience=4,ambiencered=255,ambiencegreen=255,ambienceblue=255
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 18th Mar 2011 03:49
Quote: "well almost - when u press any other key at the same time (like move etc) u can boost up the ambient light and it stays at that level until u press any of the <> again. "

Yeah, but hacks are fun!


Seriously though, if they go too all that trouble then maybe they have eye trouble and really need it to be brighter.

Quote: "Add 'always' condition to the built levelsetup.fpi, always worked for me."

Finally, I have a reason to use the always.
Nice one Rolfy, I should have thought of that. (getting crispy)

dustofdeath
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Posted: 18th Mar 2011 19:04
well it can happen by accident, the keys are quite next to some other keys i use in game.

The :always works (make a triggerzone under start for each lvl), just that only one light level works then.

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