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FPSC Classic Scripts / The Unleashed Custom Script Service, Request Your Scripts Here!

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spudnick
13
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 7th Oct 2011 20:58
hay Ched80 , i have the scripts you emailed me but i still can't get to work,

Also i did ask for the same script to use in decals, can it be done
Oh it my weather scripts
of DriftEntity
and WindSimulation

Also mate, i have come across a problem in my Deathtimer script, is that it works fine when set into a trigger at a the start of a game, but when i set it by respawning from a trigger and set the script into an entity to make it spawn by activation , is that the time goes slow the further you are away from the entity that has the script in it, IE the activated entity that i use the deathtimer script in.

Also i have no idea how many creds i have left but at a guess i would say about 4 , but nether the less you can use all of what i have left if the weather script can be done to be used to control a decal

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
maho76
13
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 8th Oct 2011 10:23
@spudnick: the object for your deathtimer has to be nonstatic, always active and immobile, try/check if it is so. this is that kind of fault i do all the time on my entity-scripts^^
Ched80
14
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 8th Oct 2011 11:31
Hey spudnick,

Did you get the sample level i sent you with the cloud? If not I'll resend it.

I also sent you an email about the moving decal - ultimately it's not possible to move decals - the FPSC engine just isn't set up to enable that.

About the death timer - try setting the entity to always active - FPSC prioritises scripts depending the entities distance from the player. When set to always active, the script runs normally.

maho76
13
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 11th Oct 2011 00:56
@ched: send you a mail.

i am curious of what you think about the wishlist.



maho
Ched80
14
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 11th Oct 2011 07:39
@maho76, got your mail, will reply soon.

spudnick
13
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 12th Oct 2011 15:20
Thanks Chris,

The setting always active was not selected, Don't no why i forgot about that, but all is ok with death timer script now

As for the wind simulation script for the clouds.
I did get your map and used it, but error came up saying about missing log file. i guess it was to do with the floor as there was none loaded, and hence i used the commonn floor.

Anyway i could not get the item to move, i used a ww2 table as it is a stock item.
And set the trigger zone up too.

I have attached just the map that im using, so you can have a look at and compare against your one.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again

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2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 15th Oct 2011 18:25
@xymore

Sent you an email.


Cheers.

God help me, Please.
spudnick
13
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 21st Oct 2011 02:10
Ok time for another script to be born.
can a script be made so foot prints can be left behind

i mainly need this for snow

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
angusm3
15
Years of Service
User Offline
Joined: 6th Mar 2009
Location: Right behind you...
Posted: 22nd Oct 2011 00:57
hey, again, are you able to make it so that there need be no entity to look at to move the camera around? If only changing the mmx and mmy worked...

I appear to have burst into flames...
Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 22nd Oct 2011 16:02
You have been doing a great job on the scripts, keep this up!

Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 22nd Oct 2011 16:06
@spudnick - this is a great idea! I'm not sure FPSC is up to this via scripting tho. I'll have a think.

@angusm3 - I'm afraid not - you can do this with Project Blue, but not stock FPSC, you need an entity or trigger zone to point at. What are you trying to do? Maybe I can suggest an alternative method?

@Red Eye - thanks.

angusm3
15
Years of Service
User Offline
Joined: 6th Mar 2009
Location: Right behind you...
Posted: 24th Oct 2011 06:17
Well I'm able to do what I need with it now (when the player falls look at the entity above the ceiling) but I was just hoping for more. And I'm reluctant to buy pb because it's apparently hit it's limit

I appear to have burst into flames...
Meows
13
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 3rd Nov 2011 19:06
A Script to show the player the Items (Idols)they picked up as they find them. You have 2 of the five, You have 3 of the five etc.

The game requires the player to collect 5 items (Idols)that have been stolen. Once they find all 5 they are transported to the win zone.

Life is a short trip to another world
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 3rd Nov 2011 21:42
Hi Meows, thanks for your request. If you want us to create them you will need to.purchase some script credits from the UNLEASHED website. Click my signature for the link.

2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 4th Nov 2011 08:14 Edited at: 23rd Nov 2011 18:41
She has paid me, we can begin his script.


Cheers.

God help me, Please.
Meows
13
Years of Service
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 8th Nov 2011 03:31
2Beastmode4u.

Yes sir I did pay. I got the 4.00 script pack.
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Life is a short trip to another world
xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 12th Nov 2011 18:10 Edited at: 12th Nov 2011 18:11
can you script a trigger zone to be spawned by an entity .. if so

1) i want the entity to spawn the trigger zone after its death

2) i want to spawn the trigger zone after picking up item


(trigger zone will spawn entity if player enters)


let me know if it can be done

thanks
Ched80
14
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 13th Nov 2011 11:19
Technically this can't be done as zones don't spawn, but you can achieve the effect with a little cheeky scripting.

To produce the effect you'll need 2 scripts in total:

1 for the pickup script,
1 for the triggerzone (example) - you'll need to alter the actual trigger zone script you want, but this example will explain what you need to do.

For script 1 use: destroyandactivate.fpi in your destroy folder in your scriptbank.

In both cases, you'll need to name the trigger zone in the IF USED path of each entity.

Meows
13
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 17th Nov 2011 13:05
Well I have to say these guys are good, If you need something use their services, they have made me 2 scripts so far and are working on another and it seems as you intergrate the scripts into your game you find that WOW these work good, so now we can expand on the concept and add more scripts, which is what happened to me.
Thanks Ched80 and 2Beastmode4u!
I give them 5 hands up!

Life is a short trip to another world
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 18th Nov 2011 00:25
Thank you for the kind words Meows.

@xymore
Possible as Ched80 has said. Anything you want the trigger zone to do?


Cheers.

God help me, Please.
kuroshu
17
Years of Service
User Offline
Joined: 27th Jun 2007
Location:
Posted: 23rd Nov 2011 22:10
2Beastmode4u, please check your email coming from jon (kuroshu) jonmalave [at] hotmail.com
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 24th Nov 2011 00:01
Replied.


Cheers.

God help me, Please.
Shakleford
FPSC Reloaded TGC Backer
14
Years of Service
User Offline
Joined: 15th Jun 2010
Location: on the flip side
Posted: 24th Nov 2011 00:34
Hey guys,
Sent Ched an e-mail about a week ago, havent heard back from him yet. I understand he's busy with RPGMod, so no rush at all, just want to make sure the e-mail was recieved.

I recently learned to sleep with my eyes open. ..... God am I tired
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 24th Nov 2011 00:44
We received it and have added your requests to the queue.


Cheers.

God help me, Please.
Shakleford
FPSC Reloaded TGC Backer
14
Years of Service
User Offline
Joined: 15th Jun 2010
Location: on the flip side
Posted: 24th Nov 2011 01:04
Thanks Beastmode

I recently learned to sleep with my eyes open. ..... God am I tired
xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 29th Nov 2011 20:06
hello

thank you for you fast responce to those trigger / spawn scripts that i requested
i have not had a chance to put them in my game yet, but am getting ready to


anyways i have another request ...

i would like to set a trigger to spawn an object .. lets say a doorway

once the doorway appears i would like it to start spawning eniemies ( they spawn near doorway. )

i would set enemies to spawn "x" times, max spawning random up to 3 at a time

the enemies would continue to spawn until they reach "x" or until the doorway is destoyed

if the doorway is destoyed i would want the enemies to stop spawning


also about doorway

when doorway spawns i would also like a light to spawn with it
when doorway is destroyed also want the light destroyed
after doorway & light are gone i would like a steam decal to appear ...


let me know if you can do it
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 30th Nov 2011 06:59
Hi xymore,

Unfortunately once you start the spawning sequence it cannot be stopped. The only way around this is to create all the spawning entities by hand. If you're willing to go down this route, we can make the script for you.

maho76
13
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 30th Nov 2011 09:39
Quote: "Unfortunately once you start the spawning sequence it cannot be stopped."


master, remember that you cannot stop spawning but you can vary the appearscript var-based to not show and destroy in a quiet way when spawnpoint is out of view.

gz
unfamillia
14
Years of Service
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 30th Nov 2011 09:43
Can i just say,

I have used this service from these guys and i was VERY impressed! Definitely worth the money! Actually very cheap for the work they put in!

I asked for something and it was delivered to the very last point! Even in X10.

Fantastic! I will continue to use this service. I struggle with scripting, but, this saved my bacon!

Unfamillia


xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 30th Nov 2011 17:40
hello

thanks for your replies

Ched80 - im not sure i understand your post ...

Quote: "The only way around this is to create all the spawning entities by hand. we can make the script for you."


would i have to create / make all new models ??? if so ... no

but - maho76 - answer sound like the way to go ... a script that would destoy enemies after doorway is gone ... using the appearscript var-based ... is he right, what say you

.
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 6th Dec 2011 08:04
Sorry for the delay xymore,
What maho says is true, but if you're spawning the entities in view, you can get a rubbish effect of seeing all the spawns as they appear and then destroyed. Maho's technique works well when the entities spawn in a place the player cannot see.
If you want this, let me know.

xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 6th Dec 2011 15:50 Edited at: 6th Dec 2011 15:53
no problem
yes Maho's technique will work fine

outline of what i want

Quote: "i would like to set a trigger to spawn an object .. lets say a doorway

once the doorway appears i would like it to start spawning eniemies ( they spawn near doorway. )

i would set enemies to spawn "x" times, max spawning random up to 3 at a time

the enemies would continue to spawn until they reach "x" or until the doorway is destoyed

if the doorway is destoyed i would want the enemies to stop spawning


also about doorway

when doorway spawns i would also like a light to spawn with it
when doorway is destroyed also want the light destroyed
after doorway & light are gone i would like a steam decal to appear ..."



as always thanks for the awesome service

thank you ..
xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 7th Dec 2011 16:45
hello ... another have new request

In the build game setup in the file menu, can i change the arrow keys direction

up = forward + back = backwards is fine

but i want to change the left and right movement

instead of moving from side to side i want actor to rotate

left = 180 + right = 180

is it possible

thank you
maho76
13
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 16th Dec 2011 13:17
Hi guys,

just a little push and the question how far you are on my scripts?
any progress with them?

gz

maho
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 21st Dec 2011 06:41
xymore, sent your scripts via email.

maho, we should be able to give you a new estimate today.

xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 21st Dec 2011 17:40
yes sir ... i got them
just want to say that this is a great service
you do a super professional job ... ( highly recommend )

happy holdays to all ....
maho76
13
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 3rd Jan 2012 15:49
push for this.
Fpsc Remaking Halo
17
Years of Service
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Joined: 4th Jun 2007
Location:
Posted: 4th Jan 2012 07:37
I want a script, just one, and maybe its free still? i read a quote, 3 credits per forum member for free?!?

Here is one that I would appreciate if possible

1.

Zombie Script - (With custom limb detection) The main idea of this script to have a Zombie bite, like the labotomy from Freaks and Abominations with a type boss kill like the chainsaw, but it can still be killed without a chance to do so. but with any weapon in hand. like melee kill, for use with the zombie apocalypse packs.

Disturbing Silence..
When you wake up, things might not be the same as you remember...
Its not a dream.
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 18th Jan 2012 06:13
Hi Remaking Halo,
Sorry for the late response, but I've been out of the country.

Unfortunately the free scripts were only for the first three requests we received, not the first three requests per user. All script requests now require script credits. Click my signature for more details,

biohazardNL
15
Years of Service
User Offline
Joined: 26th Oct 2009
Location: netherlands
Posted: 21st Jan 2012 12:34
why selling scripts, when there are tons of services who are doing this for free?

Current project: Banned
see it at: http://banned.tbhproductions.com

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