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FPSC Classic Scripts / [Help] Save game after complete level?

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007
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Posted: 24th Mar 2012 17:20
Hello dear folks, it`s me again coming again with another headache challenge .

I want to have a way that after the player finishes each level, before going to another level, he will see a screen like "mission statistics" showing for example, how much enemies the player killed, the accuracy, and such.

I know i can set variables to count the number of enemies killed, and the such, but the problem is how i can "popup" the savegame menu inside my level, without having to use the setuplevel.fpi, because i already used too much lines of it for being able to create custom pause menus for each level (i plan to have 20 levels for my game).

I don`t want the player to have an option to save the game at any time he wants. I want to give some kind of challenge to my players, not only saving the game at each time he wants, and then continue the game the same way.

Before i have to spend more than one week to try a work arround for this, i would like to see if some folks here have an idea, and maybe help me.

Cheers for all.

007.

Goldenye 007 N64
bruce3371
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Location: Englishland
Posted: 24th Mar 2012 17:25
I don't know about the kill count, but could you set up a trigger zone, just before the winzone, which displays a hud message, showing the stats?.

Hopefully someone else will be able to help you with the trigger zone script...

007
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Posted: 24th Mar 2012 18:32
@bruce3371: Thanks for the repply.

The is very easy. If you use Model Pack 54 (to understantd variables), in example, just create a variable named "killed", and in the destroy script of the enemy, you put a code like this:

:state=0,dimvar=killed
:state=0:state=1,plrsound=$0,addvar=killed 1
:state=1:state=2,destroy

So each enemy you kill, when destroyed will add 1 point to the "killer count". This is the same way Model Pack 54 uses to display the total GameScore points.

But my problem is on how to "popup" the save menu inside game, because i think it only works when called by setuplevel.fpi.

Anyway,

Thanks,

007.

Goldenye 007 N64
007
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Posted: 25th Mar 2012 18:14
Nope? No ideas?

Goldenye 007 N64
TheDesertEagle
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Posted: 25th Mar 2012 19:49
So you want the save game menu to pop up when the level ends?
or just for it to do a quick save?

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
007
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Posted: 25th Mar 2012 20:44 Edited at: 25th Mar 2012 21:17
Exactly this, popup savegame menu when level ends.

I think i can do this using the setuplevel.fpi and variables, but the problem is that i already used too much lines of it for creating custom pause menus for each level (in a final build i will need to mod the source code to accept almost 1000 lines by script (i think the limit is 350 lines).

However, any help is welcome.

Cheers,

007.

Goldenye 007 N64
BlackFox
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Posted: 25th Mar 2012 22:03 Edited at: 25th Mar 2012 22:19
There is an easier way...

Using a triggerzone, a winzone, and a script.

Steps:

1. Place trigger where you want the player to trigger the save.
2. Apply this script to the trigger AI Main



3. In the IfUsed field of the trigger, put the name of your Win Zone.
4. Place a winzone and assign the "appearifactivate.fpi" to the start script

Here is my example:

Screen #1: Starting out and will move up the path and to the right where the trigger is located.



Screen #2: Trigger is hit, and the Save Game dialog opens up, allowing me to save my game in whichever slot.



Screen #3: Once I click the slot (or click OK to overwrite a save slot), the save dialog closes and my winzone is activated, ending the level (I snapped this shot just when I heard the sound for the winzone as it started to fade).



You can alter the script to show additional huds or other information prior to the winzone appearing. Myself personally, I rather have this at the start of a level and not the end. Otherwise the user would load a saved game, then immediately be waiting additional time for the next level to load (2 loads in that time versus one load from the beginning). Just our preference.


Twitter: @NFoxMedia
007
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Posted: 26th Mar 2012 01:04
Thanks Blackfox,

Thanks!

Your idea is simple, but genial.

First of all i thank you so much for spending your time trying to help me.

The problem is that i think on doing things too complex, but i was trying right now inside the setuplevel.fpi, and i was able to find a workarround, more lines of code, but it worked.

The problem is that i don`t want to just popup the save game, i created i kind of "military dossier" that is based on my custom pause menus. So when the player finishes the level, it will show a statistics menu, with number of kills, shots, and the such, and there will be 3 buttons, one for save game, other for continue, and the last for exit game (like goldeneye 007 n64).

But i will use your idea for the save menu upon beggining the level, because it makes no logic the player load the game, then wait until load again the next level.

Thanks again,

007.

Goldenye 007 N64
maho76
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Posted: 26th Mar 2012 11:02 Edited at: 26th Mar 2012 11:03
ignore, was written above by the foxes, sorry.

007
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Posted: 26th Mar 2012 19:40
Thanks for all the folks, i could already do what i wanted, popup save game on the beggining of each level, and show mission statistics upon completing a mission.

Now i was thinking with myself, indeed, game making is a very hard job, it`s not so easy, even with all the modern tools we have at our disposal nowadays.

I was thinking on Goldeneye 007 for Nintendo 64, this game was created in 1998, more than 10 years old, and is still today one of the best FPS Games on the history of videogames.

And if you compare, even the stock FPSC Media is years far more advanced than the 3d Graphics of Goldeneye 007, but even then, is really a very hard, i mean hard, to recreate this game on FPS Creator, to recreate the logic of this game.

It shows that indeed the game designers and programmers did a great job on creating Goldeneye 007, and it shows that even games made more than 10 years ago are not so easy to "recreate them".

Those are just my thoughts.

Cheers for all,

007.

Goldenye 007 N64
maho76
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Posted: 27th Mar 2012 13:02
Quote: "It shows that indeed the game designers and programmers did a great job on creating Goldeneye 007, and it shows that even games made more than 10 years ago are not so easy to "recreate them".
"


thats why it is a classic golden oldie.

most important in developing ANYTHING is creative thinking, simply to figure out special things that makes your product individual.

in gamedesign, gameplay-development is everything, and part of that is smooth handling the menues. you are doing basics here, 007, its the hardest of all but great when simply the handling of the game feels great.

go on, good luck further.

007
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Posted: 27th Mar 2012 23:46
Yes, i think the menus on a game, they are an important part of the gameplay. As i said, i am trying to recreate the game goldeneye007 an all it`s details, including the menus, mission objectives system, and the such.

I am having a lot of dificulties, i confess, but with the help of god, and also with the help of the folks here, this dream is becoming true.

I can say that the basic gameplay system on my game is already done, now i am going to level design. I know i have a long way yet, but i feel that the final result will be worth all this working.

Cheers,

007.

Goldenye 007 N64

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