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FPSC Classic Scripts / problem with swordattack script model pack 20

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dbain21 Tuatara Software
15
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Posted: 31st Dec 2011 17:48
When I add the characters from model pack 20, they use the swordattack.fpi script by default. If I build or test a level using these characters, they walk up to me and swing the sword one time. After that, they appear to become stuck in an animation loop. I was unable to reproduce this issue with characters from other model packs using their default main scripts.

However, if I change the main script for a model pack 20 character, their animation works properly.

Please let me know if anyone else has encountered this issue, and confirm if there is an updated "swordattack" script to correct this.
dbain21 Tuatara Software
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Posted: 31st Dec 2011 19:20
BTW, I am using FPS 1.18.017. Tried with and without RPG Mod 5.31, same results.
SpaceWurm
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Posted: 4th Jan 2012 22:02
I also have the same problem. I just tested it out. Sometimes the ai doesnt even attack the stand facing towards the player and it looks like they are shivering. Any solutions to fix this?

Im using 1.19 beta 4.

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dbain21 Tuatara Software
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Posted: 19th Jan 2012 17:36
I tried this with 1.19 beta 4 as well, same results.
Scene Commander
Support Manager
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Posted: 22nd Jan 2012 08:47
Hi,

I'm aware that users are having issues with this pack, could you please post the issue on the google code board so it doesn't get forgotten.

Thanks,

SC

http://jimjamsgames.yolasite.com
dbain21 Tuatara Software
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Posted: 23rd Jan 2012 16:58
@Scene Commander - thanks, I posted the issue on the Google Code board per your request.
SpaceWurm
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Posted: 27th Jan 2012 00:07
Ive had some luck with fixing up the script. The AI no longer gets stuck and will continue to approach/attack if the player runs but when they attack they fight like bruce lee. I mean instead of one hit, they would hit you 3 times. So its like lightning fast. Would it be fine for me to post the script here for someone to look at? I dont want to violate any copyrights...

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KeithC
Senior Moderator
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Location: Michigan
Posted: 27th Jan 2012 18:51
You can post the "fix"; just don't post the whole script. You can post a few words (or give line numbers) before and after the fix, for reference.

-Keith

Teabone
Valued Member
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Location: Canada
Posted: 8th Feb 2012 11:43
I was wondering the same thing. I have fixed many scripts from model packs and was wondering if i was able to share these fixes. I guess just posting the altered lines wouldn't hurt.

SpaceWurm
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Posted: 20th Feb 2012 22:37
Quote: "I was wondering the same thing. I have fixed many scripts from model packs and was wondering if i was able to share these fixes. I guess just posting the altered lines wouldn't hurt."


Would you mind sharing please Teabone?

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TIMON
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Location: France
Posted: 8th Jun 2012 01:24
Hi Landman
I have the same problem here, please post your script fix I need it, I have v120 beta this annoying problem is always existing.

Thanks
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 8th Jun 2012 02:20
Same problem MP52 had.

This is a script issue. However, go to FPSC Product Chat and find the sticky that includes MP52 in the title. Take a look at the my explanation and see if you can fix the scripts on your own.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
TIMON
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Posted: 8th Jun 2012 11:29 Edited at: 8th Jun 2012 11:30
Quote: "Same problem MP52 had.

This is a script issue. However, go to FPSC Product Chat and find the sticky that includes MP52 in the title. Take a look at the my explanation and see if you can fix the scripts on your own.
"


Hi FlatLander, ok I have seen your Mp52 topic, from what I understand is to search for a line with : and replace it with ; I will do that when I go back home, although I have no knowledge in fpi scripting I did not learn it yet. So if this method does not work I will mail you the script file hoping that you will fix it
TIMON
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Posted: 8th Jun 2012 13:32
Hi FlatLander, it is complicated I understand nothing please help me, I have sent you email check it, thanks
Flatlander
FPSC Tool Maker
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Posted: 8th Jun 2012 18:11 Edited at: 8th Jun 2012 18:31
@TIMON

Technically you shouldn't have mailed me the script. However, I do own the model pack so that, in itself, is a moot point. The script is the property of Steve Paul, the owner of the pack; and all who own the MP have rights to using it and to editing it if needed.

To all who have this model pack

It was easy to fix as there is an issue that had cropped up in one of the later versions. However, a fix is not really necessary for the fpsc-game.exe code as the scripter only needs to understand that when a semi-colon is on a line no matter in what position of the line, than that line is treated as a comment. So, the fix to the script.

Locate the following text. It is found on four (4) lines.

;this is the callback after the enemy dies to reset his aimation

Either delete this text or cut it from the line and paste it above the line it was found.

Be sure and include the semi-colon. That's what causes the line not to be executed.

This is all that is necessary. The script and your characters will then work fine.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
TIMON
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Posted: 8th Jun 2012 19:06
Quote: "@TIMON

Technically you shouldn't have mailed me the script. However, I do own the model pack so that, in itself, is a moot point. The script is the property of Steve Paul, the owner of the pack; and all who own the MP have rights to using it and to editing it if needed.

To all who have this model pack

It was easy to fix as there is an issue that had cropped up in one of the later versions. However, a fix is not really necessary for the fpsc-game.exe code as the scripter only needs to understand that when a semi-colon is on a line no matter in what position of the line, than that line is treated as a comment. So, the fix to the script.

Locate the following text. It is found on four (4) lines.

;this is the callback after the enemy dies to reset his aimation

Either delete this text or cut it from the line and paste it above the line it was found.

Be sure and include the semi-colon. That's what causes the line not to be executed.

This is all that is necessary. The script and your characters will then work fine."


Thanks alot it actually works fine now and also this fix applies to "Dark dwarf" creature in the same pack, just delete the text cited above which is found 3 times in axeattack.fpi
dbain21 Tuatara Software
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Posted: 26th Jun 2012 00:52
@Flatlander - thank you so much, that resolved the issue for me as well!

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