Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / What Scripts should i use?

Author
Message
TriSpefear Studios
13
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 23rd Dec 2011 20:58
I was going through all the combat scripts and i don't know what they do and i can't keep testing the game or my computer catches on fire....(sarcasm)...... please help

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
TheDesertEagle
13
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 23rd Dec 2011 23:51
do you mean like the \people scripts
like pace and shootclose?

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
TriSpefear Studios
13
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 27th Dec 2011 16:29
@DesertEagle
Yes, like pace and shoot. i want ones that look realistically good i guess. i usually use caution10 and cover10 but i don't really know what the rest of them really do. Do you know any good ones?

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
maho76
13
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 27th Dec 2011 16:42
usually pace10 is often used, but the scripts in people-folder is only good for the straight ones. try out darkai-folder for tactical uses or when the enmies have to be more flexible and "intelligent".

realistic look comes from the animations of the character used for the scripts. its defined in the model-data. scripts are only the triggers to show them.
depends on what you are planning to do. if its a modern tactical thing, take a serious look at model pack 53. great characters, animations and great darkAI-routines out of the box.
TriSpefear Studios
13
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 27th Dec 2011 16:44
Ok....i will try out pace10

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 27th Dec 2011 17:01
Hi TriSpefear,

I would like to suggest two things.

Firstly, learn how to script. There are several tutorials around that will help tremendously. Some of them are stickied on the script forum.

The second thing is get FPI EditPad. It is free and you can get it here:

Scroll down the page until you see FPI EditPad and click on the download link, then install. There is a help file, albeit it is the old help format. Windows 7 should have the correct library for it. However, VISTA does not but can be downloaded from MS.

I am currently converting the help file to HTML help and also hope to add some more help.

TriSpefear Studios
13
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 27th Dec 2011 17:03
I will learn to script for sure!!! Thanks for the link to the edit pad!!!

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
TriSpefear Studios
13
Years of Service
User Offline
Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 27th Dec 2011 17:10
you have to download the help software from MS.com for Windows 7

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
TheDesertEagle
13
Years of Service
User Offline
Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 27th Dec 2011 18:47
Scripting in FPS Creator is fun or in gamemaker but in RPG Maker
its boring

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Troutflies
13
Years of Service
User Offline
Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 27th Dec 2011 19:50
Don't be afraid to use the exsisting scripts creativly, editing slight to work to you advantage.

as an example lets say your player is walking down a hall there is a door halfway down on the left and across from the door is a short hall with boxes or debris at the end. The player turns to open the door to the left turning his back on the short hallway opens the door, well that action of opening a door spawns a badguy from behind the debris at the end of the short halway. You can set that entities main to cover and its shoot to snipe and bump up the rate of fire too. You can edit the snipe script to accomodate the distance. Now whats the first thing your player is going to do when being shot at from behind? He is going to take cover, and return fire. More than likely the player is going to run right through the door he just opened and take cover in that room. You could place a triggerzone just inside that doorway and spawn a second entity in that room(somewhere where you won't see him spawn.) now the player has two entities to deal with. With those kind of contacts, the animation doesn't matter as much, because you being shot at from two directions and need to fight back. To make things more interesting and intense you could spawn a third entity in the main hall, with a cover main and a snipe shoot.

remember too that you giving the player what he has to fight with. in the scenerio above, what are you going to be more concerned with when the bullets are flying? The entities animation or the fact that you only have 16 bullets to kill two enemies.
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 28th Dec 2011 11:16 Edited at: 28th Dec 2011 11:16
Quote: "but in RPG Maker its boring"


Do you mean RPG Maker or RPGmod?

The setup files for RPGmod are boring, I admit. But that is the only way to get certain information into the game that will be used later. I used the "fpi" format so that it at least will be easier to understand.

What makes standard scripting in FPSC fun is it is pretty easy (most of the time). However, to make a good game requires a lot of thought and complex scripting not only with FPSC vanilla but especially with RPGmod. RPGmod creates a lot of possibilities with a game; some of which can be done with FPSC vanilla but most can only be done with RPGmod. I would say one might need a little more experience in a programming language to truly understand the nuances of RPGmod scripting.

The Zombie Killer
13
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 28th Dec 2011 11:28
@Flatlander
I think he means RPG Maker XP, I've tried that program too and indeed it is very boring.

-TZK

Login to post a reply

Server time is: 2024-11-24 05:05:52
Your offset time is: 2024-11-24 05:05:52