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FPSC Classic Scripts / Stuck at "Creating entity elements" when using script on character.

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ReFure
AGK Developer
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Posted: 11th Nov 2012 20:41
Im putting the HITMAN script on the character (The normal one), and it keeps getting stuck on Creating entity elements when im trying to test. Does anyone know the solution?



~Nic

I work at STL - http://www.stlinteractive.net
Pirate Myke
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Posted: 12th Nov 2012 12:44
Probably has nothing to do with the script. Does the test game run with the character with no scripts running?

Does the character have a name in the model program before export?

Does the character appear when you bring it in the map editor?

is there some other objects in the scene that are missing?

ReFure
AGK Developer
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Posted: 12th Nov 2012 16:06
Quote: "Does the test game run with the character with no scripts running?"


Yes.

Quote: "Does the character appear when you bring it in the map editor?"


Yes.

Quote: "is there some other objects in the scene that are missing?"


Nope.


~Nic

I work at STL - http://www.stlinteractive.net
Pirate Myke
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Posted: 12th Nov 2012 16:18
Guard B script: points to HUDS. sorrysir.png and i'llshoot.png

Are these files present? maybe rename the i'llshoot.png HUD image minus the ' in the name. and change it in the scripts also. the ' is not normal in naming conventions and may be causing the problem.

Is the character using a weapon that is not present?

ReFure
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Posted: 13th Nov 2012 22:05 Edited at: 13th Nov 2012 22:06
Quote: "Are these files present? maybe rename the i'llshoot.png HUD image minus the ' in the name. and change it in the scripts also. the ' is not normal in naming conventions and may be causing the problem."


The files are present and I removed the ' from the filename.


Quote: "Is the character using a weapon that is not present?"


The character is using a colt45.

(By removing the ' is still doesnt work. Getting stuck at [300] Creating entity elements...) :/


~ Nic

I work at STL - http://www.stlinteractive.net
Pirate Myke
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Posted: 13th Nov 2012 22:16
Is this a stock character or custom?

I will test the script on a compatible character.

ReFure
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Posted: 14th Nov 2012 16:15
Its a Model Pack 1 one. The SWAT. Im also trying with the Model Pack 4 one. (The security guard (young))


~Nic

I work at STL - http://www.stlinteractive.net
Pirate Myke
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Posted: 15th Nov 2012 03:28
OK, I can check out the swat one with the script.

ReFure
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Posted: 15th Nov 2012 18:31
How is the testing going? :p


~Nic

Pirate Myke
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Posted: 16th Nov 2012 01:09
It is a pain. the script does crash the editor. I think I have narrowed it down to the FPIrun action. Trying to find a way around it.

Pirate Myke
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Posted: 17th Nov 2012 22:28
This is a tough one that wont resolve. I have to leave it and come back to it, but still it does not act right.
I have ran this script remming out each line to try and pin point the problem.

At this point I would rewrite the scripts. I am using beta version 120.5. I will get the files I worked on and a map file and put them in the download button by later today.

ReFure
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Posted: 18th Nov 2012 09:16
Quote: "I will get the files I worked on and a map file and put them in the download button by later today.
"

Ok, good.


~Nic

Pirate Myke
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Posted: 18th Nov 2012 23:36 Edited at: 18th Nov 2012 23:37
OK, some headway.
runfpi="user\lookatplayerforsometime.fpi"
changing all the runfpi actions to include " " around the path and file name prevents the editor from crashing.

They still dont go thru the scripts when set up.
But I would not use globalvar, as I myself have had no luck with it. I would define local variables to do this , because I know that they work in other levels that I have done.

Examples includes in the download button. But those scripts need to be adapted to the old scripts for flow.

Also I think that I would use etimer instead of timer in these scripts also.

I have not completed the scripts in the download button, as I have a bunch of work to do on the project I am doing. But at least now you can develope the scripts on your own with out the editor crashing.

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Pirate Myke
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Posted: 19th Nov 2012 03:35
Use this script to set up your variable so that there is debug info in the upper left corner of the screen.

Have some dynamic object somewhere in the map with this as your main script. Set the object to have no collision in the appears script. Set this entity to always be active.

You can define your variables here in one spot and you can see them change under the different script you use during test game for debugging.

Remember the scripts I sent are examples of using the local variable instead of the global ones.

hope this helps you out.

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ReFure
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Posted: 22nd Nov 2012 15:59
Thanks alot, ill try!

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