If you implement it by forced menu... many people will be mad, very mad.
P.S. While you are in the source, correct these following errors
playerstartstrength is used to store the plrs health. Unfortunatly, there is no playermaxstrength, have the original load of playerstartstrength store in playermaxstrength and replace areas which calls playerstartstrength as the max with playermaxstrength.
hudtimer is a global variable, this should be placed in the entitytype and called from there as well.
Quote: " rem Change weapon
if player(plrid).health>0
if (k$>="1" and k$<="9")
sel=(asc(k$)-asc("1"))
weaponkeyselection=1+sel
weaponindex=weaponslot(weaponkeyselection).got
if weaponindex>0 then player(plrid).command.newweapon=weaponindex
endif
if k$="0" or hidegun=1
if gunid<>0
gunmode=31 : gunselectionafterhide=0
endif
endif
endif"
Quote: " case AIACTHIDEGUN:
hidegun=1
endcase
case AIACTSHOWGUN:
hidegun=0
endselect"
also, FPSC meaninglessly creates 2000 size int arrays
Quote: "#constant AICONDSTATE 1
#constant AICONDRANDOM 2
#constant AICONDHEALTHGREATER 3
#constant AICONDHEALTHLESS 4
#constant AICONDQUANTITY 5
#constant AICONDSPEED 6
#constant AICONDRATEOFFIRE 7
#constant AICONDPLRHEALTHLESS 8
#constant AICONDPLRHEALTHGREATER 9
#constant AICONDASSOCIATED 10
#constant AICONDPLRDISTWITHIN 11
#constant AICONDPLRDISTFURTHER 12
#constant AICONDPLRHIGHER 13
#constant AICONDANYWITHIN 15
#constant AICONDANYFURTHER 16
#constant AICONDPLRELEVWITHIN 17
#constant AICONDPLRELEVFURTHER 18
#constant AICONDPLRALIVE 19
#constant AICONDSHOTDAMAGE 21
#constant AICONDIFWEAPON 22
#constant AICONDCANTAKE 23
#constant AICONDPLRCANBESEEN 24
#constant AICONDPLRCANNOTBESEEN 25
#constant AICONDPLRHASKEY 26
#constant AICONDPLRUSINGACTION 27
#constant AICONDACTIVATED 28
#constant AICONDPLRWITHINZONE 29
#constant AICONDENTITYWITHINZONE 30
#constant AICONDPLRINGUNSIGHT 31
#constant AICONDNEARACTIVATABLE 32
#constant AICONDNEWWEAPONCANBESEEN 33
#constant AICONDNOISEHEARD 34
#constant AICONDANYWITHINZONE 35
#constant AICONDANYKEYWITHINZONE 36
#constant AICONDRAYCAST 37
#constant AICONDRAYCASTUP 38
#constant AICONDRAYCASTBACK 39
#constant AICONDNORAYCASTUP 40
#constant AICONDFRAMEATEND 41
#constant AICONDFRAMEATSTART 42
#constant AICONDFRAMEWITHIN 43
#constant AICONDFRAMEBEYOND 44
#constant AICONDANIMATIONOVER 45
#constant AICONDREACHTARGET 46
#constant AICONDLOSETARGET 47
#constant AICONDHEADANGLEGREATER 48
#constant AICONDHEADANGLELESS 49
#constant AICONDALPHAFADEEQUAL 50
#constant AICONDWAYPOINTSTATE 51
#constant AICONDIFMARKER 52
#constant AICONDIFPLRTRAIL 53
#constant AICONDHUDSELECTIONMADE 54
#constant AICONDTIMERGREATER 55
#constant AICONDESCAPEKEYPRESSED 56
#constant AICONDHUDEDITDONE 57
#constant AICONDHUDHAVENAME 58
`MerraTech New Stuff
#constant AICONDPLRLOWER 60
#constant AICONDONKEY 61
#constant AICONDENTITYWITHIN 62
#constant AICONDENTITYFURTHER 63
#constant AICONDTIMERLESS 64
#constant AICONDLAST 65"
Some constants have been removed, some added... those that are removed are redundant... those that are added are next.
Quote: " `MerraTech New AICOND
case AICONDTIMERGREATER:
conda=timer()-entityelement(e).hudtimer
condb=aiconditionseq(seq).valuea
if conda<condb then airesult=0
endcase
case AICONDTIMERLESS:
conda=timer()-entityelement(e).hudtimer
condb=aiconditionseq(seq).valuea
if conda>condb then airesult=0
endcase
case AICONDONKEY:
if scancode()<>aiconditionseq(seq).valuea then airesult=0
endcase
case AICONDHEALTHGREATER:
conda=entityelement(e).health
condb=aiconditionseq(seq).valuea
if conda<=condb then airesult=0
endcase
case AICONDPLRLOWER:
conda#=disty#
condb#=aiconditionseq(seq).valuea
if conda#>=condb# then airesult=0
endcase"
Quote: "#constant AIACTDESTROY 1
#constant AIACTSUSPEND 2
#constant AIACTFLOORLOGIC 3
#constant AIACTNOGRAVITY 4
#constant AIACTRUNFPIDEFAULT 5
#constant AIACTRUNFPI 6
#constant AIACTSTATE 7
#constant AIACTINCSTATE 8
#constant AIACTMOVEUP 9
#constant AIACTMOVEFORE 10
#constant AIACTMOVEBACK 11
#constant AIACTFREEZE 12
#constant AIACTRUNFORE 13
#constant AIACTROTATEY 14
#constant AIACTROTATETOPLR 15
#constant AIACTROTATEIY 16
#constant AIACTNOROTATE 17
#constant AIACTRESETHEAD 18
#constant AIACTROTATEHEAD 19
#constant AIACTROTATEHEADRANDOM 20
#constant AIACTFORCEBACK 21
#constant AIACTFORCEFORE 22
#constant AIACTFORCELEFT 23
#constant AIACTFORCERIGHT 24
#constant AIACTFORCEBOUNCE 25
#constant AIACTSPINRATE 26
#constant AIACTFLOATRATE 27
#constant AIACTSETFRAME 28
#constant AIACTINCFRAME 29
#constant AIACTDECFRAME 30
#constant AIACTANIMATE 31
#constant AIACTADVFRAME 32
#constant AIACTSETTARGET 33
#constant AIACTROTATETOTARGET 34
#constant AIACTLOOKATTARGET 35
#constant AIACTMOVETOTARGET 36
#constant AIACTCOLLECTTARGET 37
#constant AIACTCHOOSESTRAFE 38
#constant AIACTSTRAFE 39
#constant AIACTPIVOTRANDOM 40
#constant AIACTLOOKATPLR 41
#constant AIACTPLRASS 42
#constant AIACTPLRNOASS 43
#constant AIACTPLRMOVEUP 44
#constant AIACTPLRMOVEDOWN 45
#constant AIACTPLRMOVEEAST 46
#constant AIACTPLRMOVEWEST 47
#constant AIACTPLRMOVENORTH 48
#constant AIACTPLRMOVESOUTH 49
#constant AIACTPLRMOVETO 50
#constant AIACTPLRMOVEIFUSED 51
#constant AIACTACTIVATEIFUSED 52
#constant AIACTACTIVATEIFUSEDNEAR 53
#constant AIACTACTIVATETARGET 54
#constant AIACTACTIVATE 55
#constant AIACTACTIVATEALLINZONE 56
#constant AIACTPLRADDHEALTH 57
#constant AIACTSOUND 59
#constant AIACT3DSOUND 60
#constant AIACTLOOPSOUND 61
#constant AIACTSTOPSOUND 62
#constant AIACTALTTEXTURE 63
#constant AIACTSETALPHAFADE 64
#constant AIACTINCALPHAFADE 65
#constant AIACTDECALPHAFADE 66
#constant AIACTRUNDECAL 67
#constant AIACTSHAPEDECAL 68
#constant AIACTTRIGGERFORCE 69
#constant AIACTWAYPOINTSTART 70
#constant AIACTWAYPOINTSTOP 71
#constant AIACTWAYPOINTREVERSE 72
#constant AIACTWAYPOINTNEXT 73
#constant AIACTWAYPOINTPREV 74
#constant AIACTWAYPOINTRANDOM 75
#constant AIACTDROPMARKER 76
#constant AIACTNEXTMARKER 77
#constant AIACTRESETMARKERS 78
#constant AIACTFOLLOWPLR 79
#constant AIACTPLRTAKE 80
#constant AIACTPLRDROP 81
#constant AIACTSHOOTPLR 82
#constant AIACTUSEWEAPON 83
#constant AIACTRELOADWEAPON 84
#constant AIACTCOLOFF 85
#constant AIACTCOLON 86
#constant AIACTSPAWNON 87
#constant AIACTSPAWNOFF 88
#constant AIACTAMBIENCE 89
#constant AIACTAMBIENCERED 90
#constant AIACTAMBIENCEGREEN 91
#constant AIACTAMBIENCEBLUE 92
#constant AIACTFOG 93
#constant AIACTFOGRED 94
#constant AIACTFOGGREEN 95
#constant AIACTFOGBLUE 96
#constant AIACTSKY 97
#constant AIACTSKYSCROLL 98
#constant AIACTBACKDROP 99
#constant AIACTMUSIC 100
#constant AIACTMUSICVOLUME 101
#constant AIACTSOUNDSCALE 102
#constant AIACTVIDEO 103
#constant AIACTLIGHTON 104
#constant AIACTLIGHTOFF 105
#constant AIACTLIGHTRED 106
#constant AIACTLIGHTGREEN 107
#constant AIACTLIGHTBLUE 108
#constant AIACTLIGHTRANGE 109
#constant AIACTHUDRESET 110
#constant AIACTHUDX 111
#constant AIACTHUDY 112
#constant AIACTHUDZ 113
#constant AIACTHUDSIZEX 114
#constant AIACTHUDSIZEY 115
#constant AIACTHUDSIZEZ 116
#constant AIACTHUDRED 117
#constant AIACTHUDGREEN 118
#constant AIACTHUDBLUE 119
#constant AIACTHUDIMAGE 120
#constant AIACTHUDIMAGEFINE 121
#constant AIACTHUDFONT 122
#constant AIACTHUDSIZE 123
#constant AIACTHUDTEXT 124
#constant AIACTHUDTYPE 125
#constant AIACTHUDHIDE 126
#constant AIACTHUDSHOW 127
#constant AIACTHUDUNSHOW 128
#constant AIACTHUDNAME 129
#constant AIACTHUDANIM 130
#constant AIACTHUDFADEOUT 131
#constant AIACTHUDMAKE 132
#constant AIACTNEWGAME 133
#constant AIACTLOADGAME 134
#constant AIACTSAVEGAME 135
#constant AIACTCONTINUEGAME 136
#constant AIACTQUITGAME 137
#constant AIACTPAUSEGAME 138
#constant AIACTRESUMEGAME 139
#constant AIACTHOSTGAME 140
#constant AIACTJOINGAME 141
#constant AIACTREPEATGAME 142
#constant AIACTTIMERSTART 143
`MerraTech New Stuff
#constant AIACTHIDEGUN 144
#constant AIACTSHOWGUN 145
#constant AIACTADDHEALTH 146
#constant AIACTDOT 147
#constant AIACTLAST 150"
Quote: " `MerraTech New AIACT
case AIACTNEWGAME:
rem Continue Only
continueokay=1
endcase
case AIACTLOADGAME:
rem Continue And Load
endcase
case AIACTSAVEGAME:
rem Continue And Save
endcase
case AIACTTIMERSTART:
entityelement(e).hudtimer=timer()
endcase
case AIACTADDHEALTH:
entityelement(e).health=entityelement(e).health+aiconditionseq(seq).value
endcase
case AIACTDOT:
if entityelement(e).x-distx#<600
tdotx=(entityelement(e).x-distx#)/600
if entityelement(e).z-distz#<600
tdotz=(entityelement(e).z-distz#)/600
lock pixels
dot tdotx*75+screen width()-75,tdotz*75+screen height()-75
unlock pixels
endif
endif
endcase
case AIACTHIDEGUN:
hidegun=1
endcase
case AIACTSHOWGUN:
hidegun=0
endselect"
AIDOT was a starting attempt to create a radar... don't know if it works haven't compiled program.
and by my research, these should be saved in a SL
Quote: "remstart
Arrays:
entityelement
player
weaponslot
weaponammo
playerinventory
Variables:
gunid
flashlighton
level
remend"
this also includes camera 1 positions
Also, Because PLR Speed slows down with FPS, here is a correction (note, will crash if fps = 0)
Quote: " if (plrkeyW)=1 or (plrkeyS)=1 or (plrkeyA)=1 or (plrkeyD)=1
movement=1 : if crouchmode<>0 then movement=2
`MerraTech Movement Adjustment
tcameraspeed#=(speed#*playerspeedratio#*(0.5+(cameradampen#/2.0)))*(35/screen fps())
if cameraspeed<tcameraspeed# then cameraspeed=tcameraspeed# `MerraTech Adjustment inc cameraspeed,5
if cameraspeed>tcameraspeed# then cameraspeed=tcameraspeed#
endif
endif"
none of this has been tested because no one was willing to try to compile the .dba before U6, and now... screwy... need a U5.9 to compile and debug with.
We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.