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FPSC Classic Scripts / Storytellers short scripts thread UPDATE 20/08/2012

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The Storyteller 01
15
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 7th Aug 2012 10:46 Edited at: 20th Aug 2012 15:18
I will publish some more complex scripts I 've been working on lately in a multi-media format, so there won't be a new pack soon.

That’s why I decided to post the short ones in a seperate thread and update it regularly. Once the scripts will get too many, I'll revise them according to feedback and put them in a small pack again.

Please use this thread for feedback and questions regarding the posted scripts only. If you have a script that needs to be looked at, please start a seperate thread - after all we have lots of able scripters around (and I am keeping an eye on the script board all the time anyway )

All scripts use stock sounds only. If you customise the text, please bear in mind that these punctuation marks can not be used: comma, colon, semi-colon, equal sign, slash.

UPDATE 20/08/2012
4 new scripts, mainly for producing random sounds


Ceiling item playing wooden “step” sounds.

How it works:
Made for ceiling items on a wooden ceiling to play randomized wooden “step” sounds that give the impression of something moving in a room above.
This script triggers when the player is in a range between 1 and 4 segments away and stops if the player comes within one segment near.
The sound consists of a row of 1-3 “steps” after which the script resets and can be triggered again after 1 minute. The script should be put on a ceiling entity (like a lamp or decal) and it should be obvious that there is another room above the one the player is in.
Examples where to use:
In exploration maps where the player has a high chance to cross the room several times to distract and/or alert the player.
Issues:
It should be impossible for the player to actually enter the room where the step sounds are supposedly coming from. There should be only one such script in each level.

Vent playing random metallic “step” sounds

How it works:
Made for metal vents and tubes (which the player can NOT enter) to play randomized metallic sounds that give the impression of something moving inside after the player came closer than 2 segments.
The sounds start randomized (0.1-1.5 secs) and will be triggered continously until the player is away more than 2 segments OR a random line with a ~20% probability resets the script to be started again in 60 seconds so it can then again be triggered by the player.
Examples where to use:
In exploration maps where the player has a high chance to pass by the vent several times to distract and/or alert the player. If there is another vent which the player CAN enter, he will be quite alert while inside.
Issues:
There should be only one such vent/tube in each level unless its very large and the vents are placed far away from each other.

Door playing random metallic banging sounds

How it works:
Made for metal doors to play random metallic banging sounds when the player comes closer than 2 segments. Randomized are the start of the sounds (0.1-2.0 secs), the number of sounds (0-3) and the time in between
the sounds(0.1-0.3 secs). After 2 minutes the script resets and will be again triggered by the player.
Examples where to use:
In exploration maps where the player has a high chance to pass by this door several times to distract or even scare the player. It should be placed in rooms or corridors at least 2 segments wide.
Issues:
There should be only one of these doors in a whole level unless the level is very large and the doors are far apart from each other. The stock sounds used for this script are far from perfect for the job. You might find better.

Banging door which gets eventually destroyed by an enemy behind it

How it works:
The script triggers when the player comes closer than 2 segments in 0.1-2.0 secs and plays random banging sounds (0-3) before it has a high chance to be destroyed (~40%). If the door is not destroyed, the script resets randomly (3-5 secs) after which it can again be triggered by the player. There should be an enemy placed behind this door (the reason for the banging at the door and its eventual destruction) who is now ready to attack the player.
To make the door not just dissappear upon destruction, a second door has to be put in front of this door and its name has to be put into the "if used" box of this one. The second door has to be slightly angled to the direction it should fall, "spawn at start" has to be put to "NO" and "is immobile" has to be put to "NO" as well. Check out this thread for a detailed setup:http://forum.thegamecreators.com/?m=forum_view&t=182353&b=23
Examples where to use:
In exploration maps where the player has a high chance to pass by this door several times, it can distract and scare the player as well as providing an additional (surprise) enemy.
Issues:
Random banging sounds are cool but random enemies should be very carefully placed. There should be only one of these doors in a whole level unless the level is very large and the doors are far apart from each other. The stock sounds used for this script are far from perfect for the job. You might find better.

UPDATE 14/08/2012
In addition to 4 new scripts all CODEs have the scripts name which I use in my own library included in the very first line. This should avoid any confusion or double entry once I include them in a download.


Turn player round (4 text lines)

How it works:
When the player enter the trigger zone he will be frozen and the text line “What am I doing?” will be displayed. Pressing enter (or waiting a few seconds) displays the text line “ I can't just run away.” . Pressing enter again (or waiting a few seconds) displays the text line “ I have to finish this....at all cost. “. After that the player will be turned around 180 degrees and forcemoved out of the trigger zone. From then on, entering the trigger zone consecutively, a new text line ”I have to get myself together!” will be displayed before the player will be sent back again.
Examples where to use:
Outdoor maps or open world attempts where the player shouldn’t just run into invisible walls to become blocked from leaving the playable map area.
Issues:
Although the script works 100% reliably for me, in case that behind the trigger zone is a map edge, it wouldn’t hurt to put an invisible wall there - just in case. Except for very large maps, there should only be one of those scripts in a single level. I strongly recommend, NOT to use my text lines unaltered. The choice of words should depend on the setting of the game, the intended motivation and the social/educational/professional background of the player character. This also includes the number of text lines displayed. Believe me, these are the things that can make or break a game.

Turn player round (single text line)

How it works:
Every time the player enter the trigger zone he will be frozen and the text line “That’s where I came from” will be displayed.
After that the player will be turned around 180 degrees and forcemoved out of the trigger zone.
Examples where to use:
Map dead-ends from where the player has entered or those that fake alternative routes ( “I shouldn’t leave the city”, “I ‘ll only get lost in the dark”, This area is still highly contaminated” )
Issues:
Although the script works 100% reliably for me, in case that behind the trigger zone is a map edge, it wouldn’t hurt to put an invisible wall there - just in case. This script should be used cautiously (like EVERY script forcemoving the player), having more than 2 in a single level and/or being set up so the player constantly runs into it, could become ridiculous. Blocked doors (whether or not displaying text lines) are still the staple.

Playing random sounds (consecutively)

How it works:
When the player enter the trigger zone, 1 of 10 sounds will be randomly played after randomly assigned 0 to 2 seconds. After 2 minutes the script resets and upon re-entering the trigger zone it will display a random sound again.
Examples where to use:
Exploration maps that need sounds for immersion or effect without giving the actual trigger zones away. Maps with little action, where the sounds help to distract the player and/or keep him alerted while he is revisiting areas and rooms. Sound paths can be doubled to have them appear more often and/or sound paths can be left blank to provide a chance for the trigger to play no sound at all. This script is NOT suited to scare or shock the player (unless you want your game to have a ghost train feeling). It is recommended to place/size the trigger zone so, that the player cannot bypass it.
Issues:
During testing it appeared to me, that due to the way the engine processes scripts, the chance for a sound to be played is tied to the order, so the sounds at the top of the :state=20 get played more often - therefore the more "logical" the sound, the closer to the top of the list it should be. I used the most generic stock sounds I could find and I strongly recommend, to hand-pick every single sound used for your game - the more generic, the better. This script should be used with caution, random results can still be repetitive. Sound is a main game element and it’s better to have none at all than the wrong ones.

Playing random sounds (once)

How it works:
When the player enter the trigger zone, 1 of 10 sounds will be randomly played after randomly assigned 0,5 to 2,5 seconds. The trigger zone will be destroyed afterwards.
Examples where to use:
Action maps where the player is likely to die and repeat an area/level, so he’s going to be distracted and/or surprised when he replays it. This script can be used for shock effects. The trigger zone can be placed, so that the player can also bypass it, to randomize the sound display completely.
Issues:
During testing it appeared to me, that due to the way the engine processes scripts, the chance for a sound to be played is tied to the order, so the sounds at the top of the :state=20 get played more often - this should be considered when assigning the sound paths. I used the most generic stock sounds I could find and I strongly recommend, to hand-pick every single sound used for your game. Sound is a main game element and it’s better to have none at all than the wrong ones.

UPDATE 07/08/2012

Trigger zone one-liner

How it works:
When the player enters the trigger zone, a single text line will be displayed which stays on screen as long as the player is within the zone or for 4 seconds after he left it. The trigger zone will then be destroyed so the text will not be displayed again.
Examples where to use:
Giving the player information about the area, alert him about dangers, displaying his impressions, emotions or thoughts.
Issues:
Since the script is running 4 seconds after the player left the trigger zone, it can overlap with other text scripts if the scripted entity is too close (the solution would be to enlarge the trigger zone to several segments and reduce the ETIMER=4000 accordingly)

Trigger zone two-liner

How it works:
When the player enters the trigger zone he becomes frozen and a text line will be displayed that ends with <enter>. The player has to press enter, then a 2nd text line will be displayed, which again ends with <enter>. After pressing enter again, the player is free to move and the trigger zone will be destroyed, so the text will not be displayed again.
Examples where to use:
Best at the start of a game so the player learns, that enter will be used to call text messages. Also useful for giving the player vital information about the level, any objectives or dangers ahead.
Issues:
Since the script is freezing the player, the level should be built so that no enemies are close enough to attack the player while he is in the trigger zone.

UPDATE 09/08/2012: Corrected a reported error and made the script shorter.
Pick-up Item (keycard)

How it works:
When the player puts the crosshair over the item, a “?” will be displayed. Pressing enter displayes a text line that tells the player he found a key card. Pressing enter again (or waiting a few seconds)displays “press <enter> to take the keycard “. Pressing enter again adds the keycard to the players (unseen) inventory. If the player removes the cursor from the object at any time, the text simply stops to display but the script remembers the state it's in, so when later the cursor is moved over the object again, only the last displayed line will be displayed instead of the script starting all over.
Examples where to use:
Exploration games where the player has to pick up objects actively instead of just picking them up them by getting near.
Issues:
The item may not be placed inside a trigger zone displaying text or on top/in front of another item displaying text or requiring the player to press enter.

Health Item (first aid kit)

How it works:
When the player puts the crosshair over the item, a “?” will be displayed. Pressing enter displayes a text line that tells the player he found a first aid kit. Pressing enter again (or waiting a few seconds)displays “press <enter> to use the first aid kit “. Pressing enter adds 50 to the players health and displays “+50 health” in red for 3 seconds and destroys the first aid kit. If the player removes the cursor from the object at any time, the text simply stops to display but the script remembers the state it's in, so when later the cursor is moved over the object again, only the last displayed line will be displayed instead of the script starting all over.
Examples where to use:
Exploration games where the player has to use objects on purpose instead of just consuming them by getting near.
Issues:
This script does not take into account if the players has full health. The item may not be placed inside a trigger zone displaying text or on top/in front of another item displaying text or requiring the player to press enter. The +50 health display would look better if faded out, but currently that cannot be done for FPGCRAWTEXT.

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
14
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Location: Vvardenfell
Posted: 7th Aug 2012 23:36
this is useful, are you taking requests too?

I'm familiar with this, but I'm still learning!
The Storyteller 01
15
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 8th Aug 2012 00:13 Edited at: 8th Aug 2012 00:18
Quote: "If you have a script that needs to be looked at, please start a seperate thread - after all we have lots of able scripters around"


As I said above, not in this thread. Because, if requests are allowed in this thread, other scripters should be allowed to post their solutions here too and I want all scripts only in my first post to keep everything clean and organized.

You can still send me a request per email (text display scripts only) but you won't get input from other scripters that way. And
Quote: "I am keeping an eye on the script board all the time anyway "


In case you find my grammar and spelling weird ---> native German speaker ^^
Soviet176
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Location: Volgograd
Posted: 8th Aug 2012 05:20
This is amazing Storyteller, and it fits your name perfectly! Thank you very much for this!

Liquid Blaze
12
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Posted: 9th Aug 2012 17:59
Keep up the good work
seppgirty
FPSC Developer
15
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Location: pittsburgh, pa.
Posted: 12th Aug 2012 05:16
these are really cool. keep up the great work story teller.

gamer, lover, filmmaker
Liquid Blaze
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Posted: 13th Aug 2012 12:14
Storyteller do this scripts works with FPSC X10?
The Storyteller 01
15
Years of Service
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 13th Aug 2012 15:11
Quote: "Storyteller do this scripts works with FPSC X10? "

I never tried out X10 so I got no idea, sry.

In case you find my grammar and spelling weird ---> native German speaker ^^
N7Frankenstein
12
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Joined: 22nd May 2012
Location: Poland
Posted: 13th Aug 2012 15:52
Really good Storyteller, it will be very helpful for me
The Storyteller 01
15
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Location: On a silent hill in dead space
Posted: 14th Aug 2012 13:20
Thanks for the friendly comments, guys

I have just added another 4 scripts to the first post.

In case you find my grammar and spelling weird ---> native German speaker ^^
Corno_1
14
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Location:
Posted: 15th Aug 2012 12:10
Wow, what should i say! I do not script since a long ago! Maybe i should do something! That inspire me a lot and show me what is possible at this time! Great work! I hope to see more!

Just one request could you make a download? So i can save and update the scripts better!

Corno_1

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
The Storyteller 01
15
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Location: On a silent hill in dead space
Posted: 15th Aug 2012 12:28
I opened this thread so I would not have to make another 0.5 MB download each week - but I can send you the scripts per email of course

Done!

In case you find my grammar and spelling weird ---> native German speaker ^^
Ross tra damus
3D Media Maker
18
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Location: Looking to Escape London
Posted: 15th Aug 2012 15:26
As always, I am liking the scripts you are creating (and saving them) and would like to say 'Thank You' very much.

Very handy to have access to them.

Cheers
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 15th Aug 2012 16:45 Edited at: 15th Aug 2012 20:21
Thanks Ross, a compliment from you is very much appreciated.

I don't know how it is with you guys, but I rarely write a script for an actual game project of mine - it's mostly the "could I do THAT in a single script?" challenge that often comes to my mind

In case you find my grammar and spelling weird ---> native German speaker ^^
Corno_1
14
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Location:
Posted: 15th Aug 2012 18:06
Quote: "Done!"


thank you very much!

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
elbow
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Posted: 19th Aug 2012 20:26
Hi Storyteller01

Thank you very much for sharing these scripts. They will come in very handy.

Quote: "I don't know how it is with you guys, but I rarely write a script for an actual game project of mine - it's mostly the "could I do THAT in a single script?" challenge that often comes to my mind "


I only write scripts within a game when I want something specific to happen.

Regards

Eugene
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 20th Aug 2012 15:20
There is another update in the first post: 4 new scripts

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 20th Aug 2012 15:40
very usefull scripts in here, and a very good idea to collect all your stuff in 1 thread. go on, and thanks for all these scripts and your help to us.

gz

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