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FPSC Classic Scripts / [FREE] Crazy Script - Mission Statistics + Clickable Level Progress

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007
13
Years of Service
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Joined: 22nd Aug 2011
Location:
Posted: 30th Mar 2012 22:51
Hello Folks,

It`s me again with another of my crazy and long scripts!

The most incredible things is that it really works

As i said, i am creating my own game system in FPSC. My idea is that whenever the player finishes a level, it will popup a menu containing the statistic (like number of kills, headshots, total shots, accuracy, time to complete mission, and such), and in this menu will have a button to continue to next level.

So my game will not progress through traditional winzones, but with this statistics menu system.

This crazy idea will give endless possibilities to create a really challenge for the player.

In example, my game will have 3 levels of difficulty, each level of difficulty has it`s mission objectives, each level of difficulty will have a different ending video, more enemies, and such.

And using this system of Mission Statistics, i can create a kind of Challenging Points System for cheats on the game.

In example, for the first level, the challenge for the player is finish this level in 1'30" (1 minute and 30 seconds) on the level hard. And if the player completes this challenge, for the next level he will be prized with a secret weapon (that will spawn if the variable that holds the first chalenge is set as 1 - complete).

And the 2nd level, in example, the chalenge is to kill all the enemies with a headshot. So if he completes this challenge, next level he will have a super health.

And so on, as you see, the possibilities are endless, and i am very, very and very happy with this idea i had (this is similar to the cheat system on Perfect Dark and Goldeneye 007 for N64).

I have hope to create on of the best games made on FPSC )

And again, here comes the code for the setuplevel.fpi. It`s not completed for all the levels, i just created a template, because for my final game i will have to mod the source to accept more lines per script.




Goldenye 007 N64
SpaceWurm
13
Years of Service
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Joined: 11th Nov 2011
Playing:
Posted: 30th Mar 2012 23:19
Damn!!!!! All I can say is, thank you.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Beno09
13
Years of Service
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Joined: 3rd Jun 2011
Location: Bosnia and Herzegovina
Posted: 31st Mar 2012 00:34
Amazing work again 007, keep it up. I'm really interested in your scripting skills, even if I'm not working in FPSC anymore

Your signature has been erased by a mod
007
13
Years of Service
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Joined: 22nd Aug 2011
Location:
Posted: 31st Mar 2012 01:43
Hello friends, thanks for the kindly comments, and i am happy to contribute (at least with little informations) with this beloved community.

Yes, i worked with FPSC for more than 1 year, but just for playing with it. But i really decided to go deep in FPSC and create a game on the last 6 months.

I studied all the official community guide, followed all the exercises, and began to do things by trial and error.

Also what helped me a LOT is Model Pack 54, especially the achievements system.

It`s amazing that just with a "dimvar=variable" command, you can have endless possibilities.

Cheers.

Goldenye 007 N64
sic1ne
14
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Joined: 23rd Sep 2010
Location:
Posted: 1st Apr 2012 03:27
how does this work how would i use it?

The Zombie Killer
13
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 1st Apr 2012 04:20
I love the work that you're putting into these scripts 007. Excellent work

-TZK

007
13
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Joined: 22nd Aug 2011
Location:
Posted: 1st Apr 2012 16:25
Hello Zombie Killer

Thanks for the comments, yes, i am determined to create one of the best games ever made with FPSC (god willing).

And by the way, i prefeer a

Cheers.

sic1ne

This script may not be usefull for another projects, but you can get the ideas from my scripts.

In example, this script is the setuplevel.fpi, and on this script, if you pay attention, i created, in example, custom pause menus for each level.

In the stock FPSC setuplevel.fpi, if you pay attention, the pause menu is the same, for all the levels.

For most projects here, this is enough (i think most people will have the same pause menu for all the levels of their game), but in my 007 fan game, i wanted to simulate the famous "Q-Watch" of james bond. If you ever played goldeneye 007 for Nintendo 64, you will see that on each level the player is, and when he presses pause, james bond will take his hand in a close up to screen, so in the end you will see the "Q-Watch" Screen, and on each mission you will have a different text displayed, showing, in example, mission briefing, mission objectives, mission inventory, and such.

So i am simulating something like this. Now you ask, why i did not do this just using a trigger zone to show those informations?

The problem is that in FPS Creator, the command pausegame and resumegame they DO NOT WORK outside setuplevel.fpi (i asked Scene Commander and he confirmed this). So, how the player will be able to read the mission briefing, to "dive" in the game history, without pausing the game and have a "coffebreak"?

Because this, only because the pause and resume game function, i had to put them all in the setuplevel.fpi.

Hope explained.

Cheers,

007.

Goldenye 007 N64
sic1ne
14
Years of Service
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Joined: 23rd Sep 2010
Location:
Posted: 2nd Apr 2012 09:17
@ 007 thanks that sounds super awsome ur game should be pretty cool!!!! i have no clue how to script lol great job on your script

The Zombie Killer
13
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 2nd Apr 2012 12:49
@007
Okay, here's your coffee:

And for bond if he comes over


-TZK

Mr illusionest
15
Years of Service
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Joined: 5th Mar 2009
Location: Cairo , Egypt
Posted: 14th Apr 2012 21:07
Great , awesome work man !
I stopped working on FPSC scripting more than a year ago , but your script really made me reconsider

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
Massarcane1
13
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Joined: 15th Aug 2011
Location: Iowa
Posted: 19th Apr 2012 20:59
Is this posted at a trigger at the beggining of a level?

[Enter witty joke here]

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