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FPSC Classic Scripts / Whats wrong with these scripts!

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The Nerevar
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Posted: 23rd Jul 2012 11:16 Edited at: 23rd Jul 2012 11:17
I've made a few scripts in FPI edit pad:

and


I tested them and the don't work! can anyone help me fix them please.

I'd have to say........ The Game Creators can make dreams come true.
The Storyteller 01
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Posted: 23rd Jul 2012 11:35 Edited at: 23rd Jul 2012 11:38
In script 1 you send the entity into a state=3 which doesnt exist

In script 2 I am not sure if USEWEAPON can substitute for SHOOTPLR

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 23rd Jul 2012 11:44
How does state=3 not exist? what are some of the states that do exist?

in script 2, I was following the Official community guide.

I'd have to say........ The Game Creators can make dreams come true.
The Storyteller 01
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Posted: 23rd Jul 2012 12:08
if you have a line
:state=2:rotatetoplr,state=3,shootplr

then you also need a line starting with
:state=3:

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 23rd Jul 2012 13:09
oh... I didn't think that mattered too much...

I'd have to say........ The Game Creators can make dreams come true.
kingofmk98
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Posted: 23rd Jul 2012 19:32
Quote: "oh... I didn't think that mattered too much..."

Nothing a scripter shuold say lol

Get My FPSC Media at http://fpscfree.webs.com/
The Nerevar
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Posted: 23rd Jul 2012 21:44
@kingofmk98: well I haven't scripted in a long while, and a lot of things changed. A lot of scrits that I've written before, worked in the earlier versions, and now they don't work in these newer versions.(1.17+)

I'd have to say........ The Game Creators can make dreams come true.
The Storyteller 01
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Posted: 24th Jul 2012 12:48 Edited at: 24th Jul 2012 12:49
This is true. I wrote a pack of scripts that did work in 1.16+phenix mod but had to be changed in a single line for 1.18 and above

In case you find my grammar and spelling weird ---> native German speaker ^^
Corno_1
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Posted: 24th Jul 2012 13:54
can you say which version of fpsc you use? because in 1.19 and 1.20 beta my enemies are too realy stupid and nothing works correctly, so i decide to wait for the finish 1.20 and then i bring my cod pack out

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
Corno_1
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Posted: 24th Jul 2012 13:55
Quote: "Nothing a scripter shuold say lol"

ähm but if it it not matter!

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
The Nerevar
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Posted: 24th Jul 2012 20:09
I'm still in the 1.18 version, since I'm still having shader problems in 1.19. but I've fixed the first script and that works fine, but the second one still has a lot of problems.

hmm... maybe soon i'll be able to release my own script pack, once I get the hang of it now.

I'd have to say........ The Game Creators can make dreams come true.
Corno_1
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Posted: 24th Jul 2012 21:25
whats wrong with the shoot script? what happens maybe i can help?
if you sent me the files i would look at it!

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
The Nerevar
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Posted: 24th Jul 2012 21:34
the character would be crouched and stuck in a corner even if the player was always hidden. but I'm completely rewriting the script, if it doesn't work then, I'll show it to you.

I'd have to say........ The Game Creators can make dreams come true.
kingofmk98
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Posted: 25th Jul 2012 05:01
@FPSCgamerguy2 I was only joking around with you buddy

Get My FPSC Media at http://fpscfree.webs.com/
The Nerevar
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Posted: 25th Jul 2012 07:46 Edited at: 25th Jul 2012 07:48
@kingofmk98 no problem! on the house!

anyway here's the newest shoot script! I don't know if it'll work but if anyone wants to test and/or look at it, be my guest!



I'd have to say........ The Game Creators can make dreams come true.
Logrulz123
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Posted: 28th Jul 2012 01:34
@FPSCgamerguy2 i just tested the updated shoot script you put up,and i assigned it to the stock "wehrmacht(sniper)"'s shoot script, and it has a few bugs if i may point them out. 1.The character shot too fast, without like the sound of the bootpull in between shots. Other than that it was very good also when i was behind cover, the enemy would just crouch and spin around which looks kinda awkward :p i assume that wasnt the effect you were going for

It is better to stay silent and be thought a fool then to speak up and remove all doubt.
The Nerevar
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Posted: 28th Jul 2012 07:32
lol, well I took the time to look at it more, I was looking for a guard that will look around when you hid, but I guess the right word was disturbing. so I re-remade it, so it was more like the chase.fpi with a little custom feel to it.

here it is



(I think this is turning into a "hey look at my scripts, I'll fix them while you test them while I'm fixing them sorta thing" thread)

I'm familiar with this, but I'm still learning!
The Nerevar
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Posted: 28th Jul 2012 10:27
Okay, heres another one that was tested, but never works.

It's a simple effect: a guy walks a waypoint, at the end he stops, turns around, has a "seizure" and dies. But the problem is, I can't get the timer, or the dying part to work!

Here (latest version, I took out the seizure part)


I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 28th Jul 2012 16:16 Edited at: 28th Jul 2012 16:20
When I use timer, I always choose ETIMER (the regular TIMER is a global timer), because it's then running for the entity only. 2 or more global timers easily mess each other up.

Also I always start another state between etimerstart and etimergreater to make it reliably running,

And to kill an entity, DESTROY is still the most reliable method imo as it runs the destroy script no matter what.

So I would modify the last 2 lines like this:

:state=2:etimerstart,state=3
:state=3,etimergreater=500:destroy


Another word to scripts in general:

It will pay off if you number the states with large gaps in between.

I often start scripts like
:state=0:state=11
:state=11:etc...

to have the opportunity to add all kinds of stuff (like sounds, randoms, timers etc. without renumbering the whole script. Consequently when a batch of actions is done, I start with state 21, 31, 41 to have reserves for editing the script without messing everything up again.

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 28th Jul 2012 20:13 Edited at: 29th Jul 2012 04:35
Ok, danke schoen storyteller, I never knew about the etimer, well you learn something new every day, right?

I'll give it a try.

EDIT:It still didn't work, the guy would take a few steps, then disappear, leaving his shadow behind and not considered dead.

I'm familiar with this, but I'm still learning!

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