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FPSC Classic Scripts / so close...

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tokyomage
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Posted: 27th Mar 2011 14:52 Edited at: 27th Mar 2011 14:53
im looking for a good mod that is compatible with the new update 1.18 beta 9 of fps creator, the reason why is because i would like to use storytellers interactive script pack but they require a mod that has the pickobject condition. Here is a link to it... http://forum.thegamecreators.com/?m=forum_view&t=171157&b=23

.....the feel of solitude hurts inside....
tokyomage
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Posted: 27th Mar 2011 16:14
anyone?

.....the feel of solitude hurts inside....
Doomster
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Posted: 27th Mar 2011 16:46
Airmod is integrated in the stock FPSC since 1.17 and the "pickobject" condition is part of Airmod.

-Doomster

tokyomage
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Posted: 27th Mar 2011 17:51
strange... the scripts dont work, am i doing something wrong

.....the feel of solitude hurts inside....
Flatlander
FPSC Tool Maker
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Posted: 27th Mar 2011 19:00
Could you give us the script (or part of the script) that doesn't work? Need to look at it.


Terry
tokyomage
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Posted: 27th Mar 2011 20:42
k here it is...

Artificial Intelligence Script

by TheStoryteller01 2010

;Header

desc=

This script only works with FPSC 1.16.18, because FPGCRAWTEXT is used AND if using a mod that supports the PICKOBJECT condition.

Made for containers that can be searched for pick-up items.
- put the name of the item to be found in the "If Used" field of the container entity properites
- place the item to be found on top of the container and set the "Spawn At Start" field in the item properties to "no"

To start the script at any time, the player has to move the cursor over the item and press <Enter>.
While the script is running the player cannot move or use mouselook but still shoot. Pressing <Del> at any time ends the script.

To skip the second line of text (the "flavour text") delete all "state=9" lines and rename "state=9" in the 5th line to "state=11"

;Triggers

:state=0:state=1

:state=1,pickobject=1,plrdistwithin=60,plrusingaction=1:timerstart,plrdisable=100000,state=2,

:state=2:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=2:fpgcrawtext=A wooden barrel. The lid is loosened.
:state=2,timergreater=500,plrusingaction=1:timerstart,state=9
:state=2,scancodekeypressed=14:plrdisable=0,state=0

:state=9:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=9:fpgcrawtext=I wonder if I’ll find something useful inside.
:state=9,timergreater=500,plrusingaction=1:timerstart,state=11
:state=9,scancodekeypressed=14:plrdisable=0,state=0

:state=11:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=11:fpgcrawtext=Press <Enter> to search the barrel or <Del> to leave it.
:state=11,timergreater=500,plrusingaction=1:plrsound=audiobank\thestoryteller01\woodencrateopen.wav,timerstart,state=12
:state=11,scancodekeypressed=14:plrdisable=0,state=0

:state=12:activateifused=1
:state=12:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=12:fpgcrawtext=i found some arrows for a bow.
:state=12,timergreater=500,plrusingaction=1:timerstart,plrdisable=0,state=20
:state=12,timergreater=1500:plrdisable=0,state=20
:state=12,scancodekeypressed=14:plrdisable=0,state=20

:state=20

;End of Script

.....the feel of solitude hurts inside....
Flatlander
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Posted: 27th Mar 2011 21:31
Thanks, I'll take a look at it soon.


Terry
firelord
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Posted: 27th Mar 2011 23:43
im also interested in these scripts...so would be interested in making work..so will watch this thread to see if you solve the problem
Flatlander
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Posted: 28th Mar 2011 00:10
Quote: "strange... the scripts dont work"


Do they simply not work? Does it totally freeze the player or game?

I'm working on it and I did run into a problem and am checking it out now. If I have problems with it I will get ahold of StoryTeller and ask him to visit this thread.

BTW, Tokyomage, it would be best to have a more descriptive title other than "so close . . . " Something as simple as "pickobject" would have been good, or "Using storyteller's scripts and having issues with pickobject." This one would have alerted storyteller and he would have more than likely looked at the thread. As it is he could care less about "so close."


Terry
tokyomage
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Posted: 28th Mar 2011 01:25
ok flatlander il be more descriptive next time , my problem is that when i assighn the script to the barrel, and then when i test the game i press enter on the barrel and nothing happens, it just dosnt do anything i dont see any text.

.....the feel of solitude hurts inside....
Flatlander
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Posted: 28th Mar 2011 01:53
I'm not seeing any text either. I'm not sure what's going on with the "raw" text. I'm trying to figure it out. What's frustrating for me right now is that the "raw" text is working in one of my levels (I rarely use raw text) and then when I tried a new level it doesn't work.

The player would be disabled and I couldn't get him back to normal but that might be a scripting issue.


Terry
Flatlander
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Posted: 28th Mar 2011 02:28
I replaced the "raw" text with my RPG Mod user text. It is similar to the vanilla fpcgrawtext except it is more versatile. It works fine. I'm not sure what's going on with the raw text. I'm to look at the source code.


Terry
Flatlander
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Posted: 28th Mar 2011 07:17 Edited at: 28th Mar 2011 07:20
OK, I don't know what's up with StoryTeller's script. I got it to work once but it quit working again. So, I made my own script. Actually there are two of them. One for the container (crate) and one for the item that pretends to be in the crate. An artillery shell.

@tokyomage, firelord, and anybody else interested

Attached for download is a zip file. It contains these three files.

pickobject-fpgcrawtext.fpm
pickobject_tokyomage.fpi
pickupartilleryshell_tokyomage.fpi

Place the fpm file into the mapbank folder and the two fpi files into the scriptbank folder.

Load up the map (fpm file). Run a test level.

When you get to the crate then place the cross-hair on top of the crate. This triggers the pickobject command. If you move away from the crate once text is displayed, returning to it will bring up the text again as long as you look at the crate (cross-hair on top of crate).

However, if you press <DEL> sometime down the line, you will start over again when you approach the crate. If you leave the artillery shell on the box instead of taking it the player will not longer be able to get that item. He lost his chance.

Be sure and look at the map; especially the parameters of the crate and artillery shell.

Also, take a look at the scripts and try to figure out what is going on. I have given an example of using three activateifused commands for the artillery shell. This demonstrates its use. It can be very powerful (useful).

1. activateifused=1 spawns the item.
2. activateifused=2 will activate playertake
3. activateifused=3 does apparently nothing but it does put the artillery shell script in the "none" mode so it doesn't continue to execute commands unnecessarily.


Terry

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Nickydude
Retired Moderator
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Posted: 28th Mar 2011 17:55
Unhelpful Titles

Please do not simply write "Noob Question", "I am a newb", "One Noobie Question", "A question", "Please help", "This isn't working" or anything similar as the title of your post. We have a search facility, and meaningless titles do not help others find answers to their questions. It will also help you to get quicker responses if people have an idea of your thread content.

tokyomage
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Posted: 28th Mar 2011 18:57
Ok Nickydude I understand, I was in some stress when i had the problem, il give a more...responsible title when i make threads like this, and flatlander the script hopefully will work(im in school right now) when i try it out.

Many thanks!

.....the feel of solitude hurts inside....
tokyomage
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Posted: 29th Mar 2011 23:35
strange...it still did not work...not sure whats wrong...

.....the feel of solitude hurts inside....
Flatlander
FPSC Tool Maker
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Posted: 30th Mar 2011 04:52 Edited at: 30th Mar 2011 04:56
I don't know what to say. It works for me every time. Were you sure to use my map (fpm) file -- placed in mapbank folder and both of my scripts were placed in "scriptbank" folder? Don't just use my map and then try the original script as it doesn't work for me either.

Also, did you make sure and place the crosshair on top of the crate when you walked up to it? You have to be close before placing the crosshair on it.

Addendum:

Whoever is watching this thread have you tried this? If not could you?

@firelord

Did you happen to try this? If you didn't could you try it for us?

Remember it will only work with v117 or above. But if you have v118, I'm particularly interested in how it works for you.


Terry
tokyomage
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Posted: 12th Apr 2011 18:37
still trying o fix the problem, remember any feedback on the problem give this thread a shot at it.




-Tokyomage

.....the feel of solitude hurts inside....

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