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FPSC Classic Scripts / saving and loading in development

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the programmer
18
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Posted: 27th May 2006 03:53
I am currently making a save and load feature using programming. me and my friend are developong this for all people for free, or for a price that is left undecided.

We heve currently, gottin very far with this feature but many problems and bugs will follow untill we work it out.

This save and load game feature will provide a second menu so that when you hit the esc button it will bring up a menu that will give you save and load features as well as the defulate feature fpsc has given for you.

This will also allow you to load games from the start menu, we plane on this tool to be very succesfull and usfull yto all games made with fpsc.

I have no refference to any of the fpsc company or gamecreators just turning ficton into reality sort-of speak.

We plane on this save and load feature to be made by next september.

I will keep all users posted on this server we may plane on selling this feature but for now that is left as a road to be crossed down the line.

And by the way we are not chaning fpsc, we will probeble create an application so that if you have a game built you modefy the game currently built.

Cheers to all Cheers to all WE ARE DOING IT!!!!!!!!!!!
Duke Blue Devils
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Posted: 27th May 2006 04:05
I'll believe it when I see it. Good luck!


Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Tom0001
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Posted: 27th May 2006 13:19
Yeah. I won't believe until I see any proof-screenshots persay, and what is this doing in FPSC Scripts?

Tom

Natflash Games
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Posted: 27th May 2006 13:21 Edited at: 27th May 2006 13:23
Yeah, I'm not saying I don't believe it (well actually I am), but I need some proof.
Mainly because a lot of people say they're making some great project, but never do.
P.S. Dont you mean plan not plane, maybe you should correct a few spelling mistakes in your post.

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]
uman
Retired Moderator
20
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Location: UK
Posted: 27th May 2006 15:57
Its not going to happen

xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 27th May 2006 16:19
needler, please. For the sake of all here, don't say another word in this thread. I am very pleased that you are working on such a grand project, and I'm sure that you will learn a lot if you stick with it long enough.

You have been here long enough to know where this is going to go. Please, when you have a working version, come back and thrill us all. Until then, please drop it.

Crazy Grandpa
Tom0001
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Posted: 27th May 2006 16:28
I agree with xplosys, you are only setting yourself up for a rather considerable demise. Do not say or show anything until you have completed the project, in my opinion.

Tom

Les Horribres
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Location: My Name is... Merry
Posted: 30th May 2006 01:09 Edited at: 30th May 2006 01:26
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.
Tom0001
18
Years of Service
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Joined: 30th Dec 2005
Location:
Posted: 30th May 2006 18:13
Woow....
Just...wow...

Tom

Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 30th May 2006 19:15
Thats a freakin long post Merranvo...

Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 30th May 2006 20:19
It's mostly just source additions and source corrections... bloated by a list of constants.

I was researching SL, but my associate either had technical problems, or didn't want to go though the process of debugging with me.

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.
jthtiger 2006
18
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Joined: 11th Mar 2006
Location: Somewherein the U.S.
Posted: 3rd Jun 2006 08:59
hey needler i am making a save load feature also. these are the programming things i have



but i can still make it maybe we should get together and help each other out. mine will be done in september of 9010

Yeah right
I wont believe it even if i see screenies i want an application


Good luck
Ty
Les Horribres
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Location: My Name is... Merry
Posted: 3rd Jun 2006 09:06 Edited at: 6th Jun 2006 17:53
jthtiger 2006

Who are you talking to... why, and what are you saying?

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.
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 3rd Jun 2006 09:31
I got the same question...
Be clear about your statements.

xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 3rd Jun 2006 16:37 Edited at: 6th Jun 2006 17:55
Perhaps I can be of assistance.

Quote: "Who are you talking to... "

Quote: "hey needler "

I think he is talking to needler.

Quote: "why"

Quote: "mine will be done in september of 9010"

He felt like busting.

Quote: "and what are you saying?"

Quote: "I wont believe it even if i see screenies i want an application"

He doesn't believe it.

Your welcome.

Crazy Grandpa
Les Horribres
19
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Location: My Name is... Merry
Posted: 3rd Jun 2006 21:25
Gramps, he could also be talking to me.

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.
xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 3rd Jun 2006 21:35
@Merranvo

If you see this, can you check this thread?
http://forum.thegamecreators.com/?m=forum_view&t=80435&b=23

Thanks.

Crazy Grandpa
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 5th Jun 2006 05:50
Quote: "Gramps, he could also be talking to me."


Jeez, you think EVERYONE is talking about you... what an ego!!!
Les Horribres
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 5th Jun 2006 07:12
Well that is because you are a dup account... no ground there actually, and the cercumstantial sucks, so sorry for the accusation. But if you can not read a thread and figure out what I say, then stop hounding my posts.

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.
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 5th Jun 2006 07:39 Edited at: 5th Jun 2006 07:40
@merranvo

I read this post and other posts... where someone says something and does not name you directly, but you feel (maybe justifiably) that they are talking about you... and rather than choose to ignore it you feel the need to defend yourself...

This thread...
Intellimatter - the new intelligent AI thread...
Ben A leaving thread...

are just three examples of this... I'm not trying to hound you or your threads and as of now I will no longer post a reply to you or even reply in a thread you have started... If you think I am being unfair then please click on the email button and send me an email and we can discuss it... If you do not wish to do this then fine but don't bother replying to this here as I will not come back to this thread to read it....
Les Horribres
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Location: My Name is... Merry
Posted: 5th Jun 2006 08:17
Perhaps this helps...

Begin Sarcastic Reply
Quote: "hey needler i am making a save load feature also. these are the programming things i have

but i can still make it maybe we should get together and help each other out. mine will be done in september of 9010"


Begin Real Reply
Quote: "Yeah right
I wont believe it even if i see screenies i want an application


Good luck
Ty "


It was a two part post, one might have been making fun of source editations I posted and help in locating variables and arrays that would be needed in a save, the other was him actually speaking.

Thraxas, I am no coward. I have walked into many situations I knew I couldn't allways get out of the same, and I did so willingly. These are situations that are already in play and both parties know what their words really mean.

These 'posts' that you are reading are like private jokes... if you are really smart you can figure out ways that 'the ducky' might be funny, but you will never know exactally why it is funny.

Keep that in mind when trying to figure what is going on.


as for intelematter, I never flamed or yelled at anyone. And I did make AI V 2.1.2, I know it is rudementary and I admitted it... actually I don't know why that is on your list.


As for why I accused you of hounding. I haven't seen you in a while, or at least don't remeber it... And the posts you have made are in threads that I have posted in directed at me. Now it might be my mind... and probally is.


p.s. I fully expect you to read this, however I do not expect you to reply. To me you sound very strong resolutioned, but if you don't read it, then I will be disapointed. It would indicate, to me, that you did not care.

BTW, My email is crentapa@yahoo.com, or atleast the one for this facade.

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.
uman
Retired Moderator
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Location: UK
Posted: 6th Jun 2006 18:01
I have edited a few posts in this thread and removed offensive words where they occur.

Swearing even implied by using *** is not allowed. Dont do it or I will continue to edit users posts appropropiately wherever I come across them and may not confirm so in future. They will just be edited or removed altogether.

Please keep this on topic guys.

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