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FPSC Classic Scripts / New Scripting Actions

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JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 3rd Apr 2011 21:17 Edited at: 6th Apr 2011 23:31
Hey folks,

I have been coding a few custom scripting conditions in FPSC for a while now, but I've come across a problem. I have lost my imagination!

I am looking for some suggestions for scripting conditions. These I will implement into the current source code (V1.18 B10).

I have already experimented with several other features e.g. slow motion, sprites and others.

Note: Serious suggestions only, I don't have the time to create


Thanks

Scurvy Lobster
18
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 3rd Apr 2011 23:07 Edited at: 4th Apr 2011 09:02
Well, I have always thought that FPSC needed a point/score system. I know it may not just be a simple matter of FPI scripting but anyway... This could open up for score attacks like those seen in several shooters in the last couple of years (Call of Duty I believe).

edit: The FPI actions could be something like addscore, subtractscore, multiplier, scoreequal, scoreless etc.

I know this probably could be done with variables but look at how popular the basic score system is in a development tool like Game Maker.

A high score list would the a cool addition down the line.

Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 4th Apr 2011 08:02
it would be nice to have:

(e)timerless=X - this is fairly obvious
(plr)activegun=GunName - true if the player/entity is holding the specified gun

I'll post more as I wake up

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 4th Apr 2011 23:25
@Scurvy Lobster
That sounds like a nice idea. I'll look into it.

@Ched80
Okay, I've finished the timer commands you suggested. I also added (e)timerequal=X.

I have also had a look into the active gun condition. If I have enough time to test some various combinations then I shall try to implement it.

I have also had another shot at anisotropic filtering, however the built in DB Pro point filter is much nicer flat on. I am considering calculating the players angle and deciding the filter to be used from that.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Anigma
13
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Joined: 25th Mar 2011
Location:
Posted: 5th Apr 2011 16:55
Darn, I was really hoping for this one: :state=0:makemygameawesome=1... how about at least :state=0:addmoneytomybankaccount=10000000 ?


On a serious note, I'm still wrapping my head around the whole FPI script language, so I've got no idea what to ask for because I have no idea what all you can do. In fact, that's sort of my suggestion: In lieu of nifty new features, I'd settle for a reference to the FPI language itself that wasn't community made. It's a shame that the best and most flexible/powerful part of FPSC is also apparently the least documented part of FPSC. I know you guys are busy making neat new toys for us (and no one loves neat new toys more than me), but I'd be just as pleased with some sort of official reference guide so I can make the most out of what's already in the engine.

Thanks for all the hard work! FPSC has certainly come a long way since the early days.
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 5th Apr 2011 19:00
Cheers, although the chances of (e)timerequal= being true are quite slim. Wouldn't you need to be running at 1,000 FPS to make sure it was caught?

thought of another few:
canseetarget - is true if the entity can see its current target.
cannotseetarget - is true if the entity cannot see its current target.

activatedgreater=X - is true if the activation level of the entity is greater than X
activatedless=X - is true if the activation level of the entity is less than X

targetactivated=X - is true if the activation level of the current target is X
targetactivatedgreater=X - is true if the activation level of the current target is greater than X
targetactivatedless=X - is true if the activation level of the current target is less than X

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 5th Apr 2011 20:57
Thanks for the suggestions. Anyway, I'd probably explain what I'm actually doing.

I am creating an FPSC 'mod'. I use the term lightly because I don't intend to release a built exe, rather only the source code which should be open source.

My plan is to enhance the FPI language greatly, and then release the expansion for implementation into other mods. Widespread compatibility.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Anigma
13
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Joined: 25th Mar 2011
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Posted: 5th Apr 2011 23:22
Ah, gotcha... thought you were a part of the TGC staff... or maybe you are? Confused... Anyhow, that sounds great, best of luck on it!

Still would like to see an official reference to the FPI languange someday. What's the best guide out there for a relative FPI noob such as myself?
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 5th Apr 2011 23:48
From a totally unbiased point I can reommend my guide: http://forum.thegamecreators.com/?m=forum_view&t=180924&b=23



[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Anigma
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Posted: 6th Apr 2011 00:37
Cool thanks, I've got that one. Found a few discrepancies in it so far from what the guide says happens compared to what happens in my scripts, but I can't recall off the top of my head what they were, and not sure if it's due to an error in the guide or me not using the commands properly yet - still learning. I've got a new level planned that I'm going to be starting this evening that will require some custom scripting so if I come across stuff that doesn't add up, I'll let you know so you can improve your guide.

Thanks again,
-Phil
Delusional Games
14
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Joined: 2nd Oct 2010
Location: Serbia, Sometimes Finland
Posted: 6th Apr 2011 00:52
If you can you could:
videoplrdisable=x (disables player so he cant interrupt the video when the video is playing) THAT WOULD BE SOOO GREAT!!!!

hudfadein=x (Fades in hud before display)

My paragon is not on the poster, its in the mirror.
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 6th Apr 2011 10:25
@Anigma: let me know what you find and i'll update the guide. after April 14th I'm going back into testing all the FPI features so that the guide is accurate. Any help would be appreciated.

@JRH: good idea, I've got some ideas for a mod concerning additional spawn controls. When I've got the code working properly would you like me to so send you it so you can include it within your mod?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Kravenwolf
15
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 6th Apr 2011 19:30
What about something like; "islightsource=1" for both dynamic and static entites. So the engine treats the actual entity like an editor light where you can adjust it's range, intensity, etc?

Kravenwolf

JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 6th Apr 2011 20:12
@Ched80: That'd be great!

@Kravenwolf: Sure thing, I'll look into it once I've ported the current source to the er... latest source?

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Kravenwolf
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 6th Apr 2011 20:14
Thanks JRH. Would certainly come in handy when there's a light fixture with a grate over the bulb, and you can't quite fit an editor light in the tight space between the grate and the bulb to make those nice grate shadows appear.

Kravenwolf

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