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FPSC Classic Scripts / Talk to NPC script

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Nickydude
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Posted: 26th Nov 2006 22:49
I'm using BenjaminA's talk to NPC script but I'm having problems. Here's the script I have:



but nothings showing up, the health and lives in the top left disappear and that's it. I do have the tga file and it is where it's pointing to in the script. Does anyone have any ideas?


Nue B
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Posted: 26th Nov 2006 23:51
Well the problem isn't the script. It's the person using the script.

Do a forum search next time, this same question has been asked at least 30 times!

It's making my head hurt!


Nue B. or not Nue B. That is the question.
Thraxas
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Posted: 27th Nov 2006 00:06 Edited at: 27th Nov 2006 00:08
Quote: "C:\Program Files\The Game Creators\FPS Creator\Files\gamecore\texts\scientist1.tga"


From what I can remember from an earlier thread your problem is here... you just need to use

"gamecore\texts\scientist1.tga" instead of the whole location... It has something to do with the ":" being used... I can't remember what was said though....

'Dawn of the Fallen Angel' coming soon(ish)...
Candle_
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Posted: 27th Nov 2006 00:33 Edited at: 27th Nov 2006 00:35
Nue B, shutup and go away.
Nickydude, just use the path from the Files and after so you would use :
Quote: ":state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecoretextsscientist1.tga,hudname=talk1,hudhide=1,hudmake=display"


FPSC knows that the files start in the game files folder.
That way it works in any users computer and not looking for the full path from the c drive etc.
Nickydude
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Posted: 27th Nov 2006 01:02 Edited at: 27th Nov 2006 01:04
Tried the short path version "gamecoretextsscientist1.tga" (with the backslashes) but still nothing. Something weird does happen though, after a short while I get a 'hit' type hud (like you get when you've been shot), then another hit type hud, only white, then a line that goes from the bottom up a third of the way, then the lives and health both disappear.


Nickydude
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Posted: 27th Nov 2006 01:13 Edited at: 27th Nov 2006 01:22
<double post, sorry >


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Nickydude
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Posted: 27th Nov 2006 01:21
Thraxas
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Posted: 27th Nov 2006 02:32
I just tried to use this script and it's not working for me either, which is weird as I have used this script before without any problems...

I,however, get this when I try to use it.... and then I get the image like I have been shot...

As I have used this without any problems before, I wonder if this has anything to do with the changes made to the engine... What version are you using nickydude? I'm using 104 RC2...

'Dawn of the Fallen Angel' coming soon(ish)...

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Airslide
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Posted: 27th Nov 2006 03:18
I think it is cause you have to many huds loaded, if you (for example) remove the one from doors then it would work.

Conjured Entertainment
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Posted: 27th Nov 2006 04:24 Edited at: 27th Nov 2006 04:28
Okay, where to begin?

First of all, the paths are wrong as suggested earlier.
The full path is not necessary.
The real path is in the languagebank\english root directory so make sure your pictures go in that gamecore folder and not the other one.
Also I used the huds folder instead of text.
Even though you are displaying text it is really a hud, but that's just me.


Secondly,
You used the same image for all three messages.
I assume you meant scientist1.tga, scientist2.tga, and scientist3.tga
Instead of three instances of the same image.


Thirdly,
Why does state=10 have these two lines?
:state=10,plrdistwithin=160:rotatetoplr
and
:state=10,plrdistwithin=60:rotatetoplr,timerstart,state=20
Can't we just condense them since the first one doesn't do anything the second one doesn't cover?
So I replaced them with a single...
:state=10,plrdistwithin=160:rotatetoplr,timerstart,state=20


Finally, (maybe)
States 20 & 30 have double state assignments, ie...
:state=20,timergreater=7500:state=20,rotatetoplr,timerstart,state=30
and
:state=30,timergreater=7500:state=30,rotatetoplr,timerstart,state=40
I guess there was no need to call their own state so I removed the excess ones.


This leaves us with the following code...



I may have overlooked something, and I haven't tested it, but give it a try and let me know what happened.


Don't forget to visit Conjured Entertainment
Thraxas
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Posted: 27th Nov 2006 04:39
@conjured

I tried your script but I had the same thing happen as in the picture above...

@Airslide
It may be the problem but as I said I have used it before without error...

'Dawn of the Fallen Angel' coming soon(ish)...
RedneckRambo
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Posted: 27th Nov 2006 06:45
Quote: "Nue B, shutup and go away."

Thank you Candle. He does that on EVERY single thread that has been repeated. Although a lil search never hurt anyone.

BTW- With the path thing, It CAN be the entire path. I always use the entire path. Just because you can right click, click properties and get the location of the image (makes it much quicker than typing it out)

I haven't tested the script out, maybe there is a really stupid mistake, like two commas or colons or an accidental space. Make sure you check for those.

I love butter
Conjured Entertainment
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Posted: 27th Nov 2006 07:52
This is what I get for using copy and paste all the time.
He had commented out the file desc

Try this...




As for your image make sure you are not displaying it off the screen.
What is that a texture?
I hope it is not a 1024x1024 pixels in size.


Don't forget to visit Conjured Entertainment
Nickydude
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Posted: 27th Nov 2006 13:52
Thank you Conjured Entertainment!! The problem? After all that?

Quote: "He had commented out the file desc"


Doh! I copied + pasted into notepad and it's obviously made it's own mind up as to where it's putting things. It's now working find, just goes to show that you should check your scripts.

Thanks to everyone who tried to help and especially Conjured Entertainment.


Thraxas
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Posted: 27th Nov 2006 21:10
Huh... so simple...

Quote: "As for your image make sure you are not displaying it off the screen.
What is that a texture?
I hope it is not a 1024x1024 pixels in size.
"


I have no idea what it is... it even appeared when I started a new map with just a prefab and 1 enemy entity... very bizarre....

'Dawn of the Fallen Angel' coming soon(ish)...
Nickydude
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Posted: 28th Nov 2006 01:14
It looks like a grenade texture of some sort


Airslide
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Posted: 28th Nov 2006 01:40
Quote: "it CAN be the entire path"


Keep this in mind - if you include the C:\Program Files\...soso, when you give the game away if they player doesnt' have THAT file in THAT directory, it will crash/won't work.

RedneckRambo
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Posted: 28th Nov 2006 07:33
Airslide- Really? Thank you for that info. I did not know that. Ok then I change my statement "It can kind of be the whole path"

I love butter
ZAKU
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Posted: 21st Dec 2006 13:53
Hi guys,
I have been experiencing the same problem,finally got it to work , but
Now all Npc's read the same png , no matter what file the script references.
Npc1 Script , calling 1.png works, but Npc2 Script , calling 2.png also displays the same image.
Any reasons for this?

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