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FPSC Classic Scripts / Removing save/load dialogues.

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Michael Thompson
16
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 25th Mar 2011 17:19
Hello everyone, I am working on a game in which I do not wish to have a game over after the character loses the preset lives, like in the conventional FPSC games. The way I plan on doing this is to give the character 1 life, and using save / load scritps set as a trigger's main. This way, the character effectively has infinite lives. This is where I hit a problem - the save / load screens. Whenever the character walks through the save trigger, or dies (in the gameover screen, it is set to wait a few seconds and then do a load), it shows the save / load dialogue. I was wondering how I would set the engine to automatically save to and load from slot 1?
Thanks.

http://www.flashstargamecreations.webs.com
BlackFox
FPSC Master
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 25th Mar 2011 18:02 Edited at: 25th Mar 2011 18:08
I use autosave/autoload scripts. My autosave script is this:



I have an autoload script if I need to load that slot:



As far as the gameover screen, I tried to modify that fpi with something like the following:



In the :state=1 line, instead of the :destroy after the time, I replace it with :quickloadgame. However, I too got the same result and ended up back at the titlepage. It's probably something simple that I've overlooked.

- BlackFox

The function of good software is to make the complex appear to be simple.
Michael Thompson
16
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 26th Mar 2011 10:26 Edited at: 27th Mar 2011 13:20
Thankyou, that looks like exactly what I was looking for.

EDIT
Thanks for your help, Blackfox. The automatic save works perfectly, but the big problem is that I used the idea for the game over screen, but it goes back to the main menu, as you said it does. I will take a look at it, to see if I can fix it (unlikely I can though). In the mean time, does anybody know what might be the problem with the game over screen?
Thanks.

http://www.flashstargamecreations.webs.com
Sting
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Posted: 28th Mar 2011 13:08
This is something I need to work on for our game too. I want the player to effectivly have 'one life' but the game will 'autosave' at certain checkpoints, when player dies it automatically loads the last autosave with no screenage!

I will post any results I find in the next few days. I already had an autosave script but didn't go any further than that. If you get anywhere with it quicker than me MT be sure to let me know bud!
BlackFox
FPSC Master
16
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 28th Mar 2011 20:25
Quote: "Thanks for your help, Blackfox. The automatic save works perfectly, but the big problem is that I used the idea for the game over screen, but it goes back to the main menu, as you said it does. I will take a look at it, to see if I can fix it (unlikely I can though). In the mean time, does anybody know what might be the problem with the game over screen?"


No problem. IIRC, I thought that it was coded in the source code itself, meaning once the Game Over screen is displayed and the time is met, it returns to the Title Page. Without opening up the source in DBP and looking, that would be my best guess.

I suppose there is another method to look at (thinking outside the box, so-to-speak). First you could use the variable system to deal with your lives and such. Unless I am behind on the details, I thought that v118 received Project Blue variable system, which should have the variables for things like player lives, health, etc (from what I remember when we used Project Blue). I would take a guess that by using the variable system, one could setup the game so that when a life is lost, it would load the saved game slot.

If it were myself, I would set the lives variable to 2 via an init script at the start; if the player lost a life then the game loads the save slot via that init script, resets the life variable to 2, and you start again. This way the life value never drops to 0, and I can avoid the Game Over screen. Plus I would not have the numeric for the lives visible, as there would be no point. Just an idea to think about- it may or may not work.

- BlackFox

The function of good software is to make the complex appear to be simple.
Michael Thompson
16
Years of Service
User Offline
Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 29th Mar 2011 12:16
Quote: "This is something I need to work on for our game too. I want the player to effectivly have 'one life' but the game will 'autosave' at certain checkpoints, when player dies it automatically loads the last autosave with no screenage!

I will post any results I find in the next few days. I already had an autosave script but didn't go any further than that. If you get anywhere with it quicker than me MT be sure to let me know bud!"

Yeah I am surprised it isnt any more popular. I havent gotten anythwhere with it.

Quote: " I thought that v118 received Project Blue variable system, which should have the variables for things like player lives, health, etc (from what I remember when we used Project Blue). I would take a guess that by using the variable system, one could setup the game so that when a life is lost, it would load the saved game slot. "

Yes, it now has PB variables... I was thinking along those lines but never thought of using the PB system. I will take a look into that.

http://www.flashstargamecreations.webs.com

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