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FPSC Classic Scripts / [STICKY] FPI EditPad V3.3.95

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Flatlander
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Posted: 22nd Mar 2009 04:55
That issue has been corrected. The version is now 3.3.83.

Sorry if you had already downloaded 3.3.82.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 22nd Mar 2009 18:54 Edited at: 22nd Mar 2009 18:55
Well, darn. I did introduce a bug after all. NOTHING is being saved regardless of what save button or save option you use.

The EXE file is not available right now for download and everybody who has downloaded v3.382 or v3.3.83 will need to download the next version when available. Working on it now.

Believe, me this has been a pain for me to.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 22nd Mar 2009 19:13
I was just about to post that bug. I was having a hell of a time scripting my new huds, and sure enough...

Anyway, I love this program!
Flatlander
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Posted: 22nd Mar 2009 19:21 Edited at: 22nd Mar 2009 19:25
Sorry about that Apple Slicer. But not all is lost. If you go to your script folder you will notice extensions of .fp rather than .fpi. They were actually being saved however, I truncated the file name. So your updated scripts were saved but not with the extension of .fpi. You just need to rename the files with the .fp to .fpi.

Believe me, I was having a hake of time trying editing my scripts to. Of course, that's how I discovered the problem.

It is fixed now. It will be v3.3.84. Will edit first post now.


Edit:

v3.3.84 is ready for download.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 23rd Mar 2009 07:55 Edited at: 23rd Mar 2009 14:29
It's still not working correctly. I am really losing my touch and am very disappointed with myself. As soon as I kick off this scripting contest I will get to work at correcting it once and for all.


Maybe I need to change my avatar.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 23rd Mar 2009 14:28
I believe it is fixed. It was simply a matter of truncating the caption or title of window rather than the saved file. However, because I use the caption as the path and file name to save, the next time it is saved it will be saved with the truncated file name and then so on and so on.

In order to keep up to date the version is 3.3.85.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 26th Mar 2009 03:34
Well, I haven't fixed everything yet. I had forgotten about the "Save As". The caption was also being truncated. Also fixed another minor issue.

Version 3.3.86 is now available.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 26th Mar 2009 09:42
Doing great, Flatlander.

I'm sure you'll be able to fix this up right and good in no time.


The one and only,


General Jackson
User Banned
Posted: 27th Mar 2009 03:23
flatlander i read your other post about being a christian. I am very glad to hear this. I love Jesus Christ too, i was saved when i was 6. i hope your health improves, but like you said, only God knows that. I didnt know anyone else here was a christian.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Flatlander
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Posted: 27th Mar 2009 06:10
@General Jackson

Cool.

I think there are a few other Christians here. We just really shouldn't talk about it I guess because that's not what the forums are for and I agree. However, I think a person can say something in passing as long as it doesn't get into a debate. That might lead to a (horrid) ban.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 27th Mar 2009 06:10
Version number 3.3.87 is now available.

When all changes have been undone then the asterisk will be deleted as it is now an unchanged document. When you delete document then it also will not ask if you want to save.

See first post for download.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 27th Mar 2009 08:26
I consider myself to be christian, but it's okay to keep an open mind and see the views of others. No matter how much I've argued with myself and others about whether God exists or not, I've stayed a christian because I always come to the same conclusion.


The updates are looking good, Terry. I think this app is on a whole new level of stableness! Congrats!


The one and only,


Apple Slicer
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Posted: 27th Mar 2009 08:35 Edited at: 30th Mar 2009 04:16
F L A T L A N D E R- Yet again, I was about to mention more bugs, but you caught em'.lol.
Nickydude
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Posted: 27th Mar 2009 14:32
Quote: "Thats what I thought too...But I'm glad to hear Im not alone."


And let's leave that there for another forum, just to be on the safe side.

Flatlander
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Posted: 27th Mar 2009 18:07
Quote: "The updates are looking good, Terry. I think this app is on a whole new level of stableness! Congrats!"


And it's still free!

Quote: "And let's leave that there for another forum"


Yup. And again thanks Nickydude for keeping up on updating the version number in the title of the thread.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 30th Mar 2009 03:57 Edited at: 30th Mar 2009 04:16
F l a t l a n d e r I was just wondering, what program you made this with. I don't know if I missed it somewhere. I was just curious.

Also, maybe in the future maybe it will be possible to add the ability to set it up almost like Dreamweaver, in that its split screen, so that you can drag the HUDs and what ever else you make around.

Just a thought.
Nickydude
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Posted: 30th Mar 2009 14:24
Any more religious debate and those involved will receive a 1 week ban (and don't try to get round it by talking about the program and slipping in religion).

Molten Ice
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Posted: 30th Mar 2009 23:00
Awesome App!! Finally an easy way to create FPI!!

And to show my appreciation... I thought I'll upload a mirror to the base exe file in case something DOES go wrong with the original... F l a t l a n d e r, you're free to add this mirror to the first post if you want

Here it is: http://www.netsafehouse.com/uploader/?d=3EB3CF301

Thanks again! Great software! Well made!
General Jackson
User Banned
Posted: 30th Mar 2009 23:42
nicky are you saying that we cant say anything when we make a post and a chance arises? just wondering

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Nickydude
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Posted: 31st Mar 2009 01:27 Edited at: 31st Mar 2009 01:27
Quote: "nicky are you saying that we cant say anything when we make a post and a chance arises? just wondering"


That's right. Check out the AUP:- 3.7, end of discussion.

Flatlander
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Posted: 31st Mar 2009 04:02 Edited at: 31st Mar 2009 04:04
@Apple Slicer

Quote: "Also, maybe in the future maybe it will be possible to add the ability to set it up almost like Dreamweaver, in that its split screen, so that you can drag the HUDs and what ever else you make around."


I was wondering what to do for version 4. I got your email and took a glance at the links. I have a little better understanding but it will take a little while for me to wrap my head around it. That's one of my major issues with my brain.

Let's talk more about this. What I need is a little help on the direction and some details.

@Molten Ice

Appreciate that. I will put it on the first post. I need to get a new installer created. Probably will wait until I'm finished with a stable version and/or if, if I do a version 4.

@General Jackson

Well, I guess you don't think much of me now -- not to want to
talk with me via email. Just click on my email link.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
General Jackson
User Banned
Posted: 31st Mar 2009 04:57
why wouldnt i think much of you? you'll have to email me at andrewswilliam43(at)yahoo.com cuz for some reason i cant send emails (sometimes) unless someone sends me one

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Flatlander
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Posted: 31st Mar 2009 04:59
Quote: "so that you can drag the HUDs and what ever else you make around"


Apple Slicer, not sure what you mean here. The only thing I can think of is dragging and dropping the scripts from and to a tree directory.

The example link you had given to me in your email was looking like something else. Being able to edit the setuplevel.fpi as well as the other runtime fpi's. And then being able to see what they look like. That's pretty different from just editing scripts.

Like Number 5 in Short Circuit, I need more input.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 31st Mar 2009 06:48
@Apple Slicer,

I think I get what you are saying about dragging and dropping the game huds. You would like to see a program where you can drag an actual hud to a representative of the game screen. Kind of like the map editor where you place models. Yes, now wouldn't that be nice. For a free program, I think that is a little more than what I would want to try and do. I know for sure that I would have use DBP.

I am looking at a compromise though as I think it is a good idea to make the level fpi's a lot easier to create. I have never liked the level settings tab on build game and I have always redid those fpi's with FPI EP.

Because this concept is totally different I'm not sure a split screen is the best idea. Remember though, I'm from the old school of programming although I'm a lot more up to date than a lot of my peers.

Also, I will only do something that will help me first. That way I don't mind keeping it free.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 31st Mar 2009 06:51
Version 3.3.88 is available. I corrected an issue with loading a recent file document. See post #1 for download.

Also, I would like some feed back regarding the archive feature. I'm not actually using it myself and I believe there are some bugs that still need to be worked out. Maybe I should just get rid of it in version 4 (if there is one). If even one person is using it then I won't do that.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 31st Mar 2009 07:32
For a click and draggable HUD representation, I would use VB. I would probably set up a picturebox and when a new picture needs to be created I would make a new instance of a picture box as a child of the "background" picture box.


The one and only,


Punk13
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Posted: 31st Mar 2009 08:02
Hey Flatlander long time no see haha This is looking great i might need to get back in FPSC coding. Just need to brush up with some tutorials.

PUNK IS BACK!
Flatlander
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Posted: 31st Mar 2009 22:50 Edited at: 31st Mar 2009 22:51
Punk13, it has been awhile. I was assuming that school has taken up a lot of your time which is understandable. Do the best you can in school, dude.

Plystire, if I can figure out the math (not very good at it), I will try doing it that way.

I think what I will do for version 4 is to add a "Menu Creator" to the program. I would start it on the top menu as shown.



I've always simply used either the FPSC wizard, which is a little buggy (sometimes hangs up when trying to preview what I have just done) or just simply editing the necessary fpi files and then doing a trial and error kind of thing from there. A real pain. Anyway, decent menus help add to the game so this should be something most people would want. I certainly can use it.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
xplosys
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Posted: 31st Mar 2009 23:01
FL,

I would definitely be interested in a Menu Creator feature. Although I'm old and stubborn about creating scripts in notepad, I'd definitely use a menu creator.

Best.

Punk13
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Posted: 1st Apr 2009 02:11
Ya, I'll....try. But just been busy hope to settle down and start something new. Anyways looking great will download soon man.

PUNK IS BACK!
Apple Slicer
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Posted: 1st Apr 2009 21:10
Hey Flatlander, thats awesome! The next version is going to be neat.

And Sorry for not replying earlier to your messages, as I've been terribly busy at school.
Flatlander
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Posted: 1st Apr 2009 22:01 Edited at: 1st Apr 2009 22:02
Like I am trying to convince Punk, school should be first.

View the attached image. It is the Title Page setup. The big empty space to the right is where I hope to be able and place the selected huds according to the position indicated. As I am writing this I am already thinking of a different interface (left part of screen). Might have a separate hud selection button for each type of hud.

Anyway, this area is exactly 62.5% smaller than an 800 x 600 pixel area. Also, the X and Y positions will be the exact amount rather than a percentage. I hope to be able to calculate what the percentage would when it is created for the FPSC menu.

For those who know math, I have two questions:

1. Should I be able to use this same percentage to reduce the size of a selected hud to place in that area?

2. Will I be able to use that percentage to calculate the position of the hud?

I don't know if I am explaining that very well.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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Plystire
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Posted: 1st Apr 2009 23:58
Here's a thought, Flatlander.

Why not allow them to add as many buttons as they want? When they create a button, they'll be given the choice of "New", "Load", "Exit", or "Custom". Wherein, a "custom" button will ask them for the actions that will go behind said button.

I think it'd be nice to allow that. With that in place and variables at our disposal, we can essentially make our own Options screen.


The one and only,


Flatlander
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Posted: 2nd Apr 2009 00:41
@Plystire

I like that idea except I was only thinking right now of the hard-coded menus that show up only at certain times. These are the menus or screens that really don't need any more huds than what they already have.

However, I have an option in the menu for the In-Game menu. I could call this FPSC In-Game menu and then have a Custom In-Game menu where a user could create a menu according to their needs and I could then create a FPI script template for them which they can then finalize. I can see this as being useful for your mod as well because you are able to have a cursor and just point to the hud that is in-game. Everybody else will have to use the keyboard for making a choice. I use lots of menus like this and that "multiple-choice" script that somebody had made (sorry can't remember the name) fits right into this.

The FPSC in-game menu comes up after you press the ESC key and allows you to either return to the game, load a game, save the game, or exit the game.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 2nd Apr 2009 07:14
Well, the ONLY reason we can't do such a thing in the official version is:

- "Button" HUDs that are hidden ("Unshowed" I guess) can still be clicked on and activated.


That is the one big drawback to making custom GUIs in FPSC. I've fixed that in Ply's Mod... and that's why it works so well. The whole "startmenu" and "stopmenu" are simply to freeze the player in place, so as to prevent them from walking off or looking around or even firing bullets while the menu is active. That in itself can be done with the newer versions of FPSC.


Nonetheless, I think having custom buttons for your design would help draw out some more of FPSC's potential.


The one and only,


Flatlander
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Posted: 2nd Apr 2009 07:46
Actually, I can't seem to get a cursor to show up and even be able to move it. I haven't really tried that hard. Darn, I can't really remember. It seems that I did at least get the cursor to show up but had trouble with something else. Either not moving it or not doing anything when I clicked on a hud. Oh, well, I do remember that reverting back to the keyboard interaction was still the best for me. And now that I've discovered that I can delete the codes from the setup.ini file after the game is built I can also use the keys "q, w, e, s, a, d, and c" The arrow keys are hard coded it seems to move the player so moving the player is intact and also now that xbox is usable don't even need the normal keys that most people are used to.

BTW, I actually haven't used your mod for sometime only because there are issues that have been resolved in the later versions (since 1.07). I still think your variable system and the ability to easily have in-game menus and variable huds is absolutely great. It's just that other issues kept cropping up that couldn't be resolved unless you did an overhaul like Lee has done to the main core of the engine. I even wouldn't want to do that.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 3rd Apr 2009 02:00
Well, it's not so much that I want it for use with my Mod. The Custom buttons would still be a viable option for the official versions as well.

Oh, just in case you read this before your other thread. If you need any help at all, let me know! I'd like to help out with this.


The one and only,


Flatlander
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Posted: 4th Apr 2009 01:02
A new installer has been uploaded that contains version 3.3.88 and the updated command lists. Most people should already have these so no need to download the installer and reinstall.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 4th Apr 2009 21:48
Lee had sent me an email last week. Here is a partial quote:

Quote: "The app looks great, and it makes a refreshing alternative to NOTEPAD I will be sure to use it from now on . . .. I especially like the way it catches any typos. "


TGC is going to put the installer download on the FPSC website. I thank Lee for his generous comment and having it available for all who use FPSC.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Crusader2
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Posted: 4th Apr 2009 21:53
That's awesome!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Dar13
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Posted: 4th Apr 2009 22:05
Very nice of TGC to do that.

...
Plystire
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Posted: 5th Apr 2009 02:29
That's great news, Terry!!! Congrats on getting recognized by TGC for your efforts.


The one and only,


Nickydude
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Posted: 5th Apr 2009 03:43 Edited at: 5th Apr 2009 03:43
Quote: "Lee had sent me an email last week. Here is a partial quote:"


Welcome to the website where only the chosen few get their stuff on.

Flatlander
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Posted: 5th Apr 2009 08:08
Thanks all. This has given me new motivation and an impetus to correct some things that has been bothering me; such as when I click on the same line that has an error it will always give the error message. I just fixed that. If there is an error on the current line and you click on that line with the mouse button it will not give you the error. However, if you click on a new line then you will get the error message. But only then.

The next thing I'm going to do is make the highlighting more automatic. this will take a little more work.

Those are the two things I've wanted to take care for some time now. Unless someone comes up with a major bug, I will probably then get started on the new help file.

Nickydude and Plystire maybe I can get some help with that?

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 6th Apr 2009 00:27
Version 3.3.9 is now available. This has now taken care of a couple of issues that was bothering me. I now feel that it has reached a more professional look because of taking care of just a couple of "window dressing" type issues.

So, now I will start working on the help file; unless something has crept in when I made the additions.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 6th Apr 2009 03:30
Well, there were some issues that crept up. Not bugs just window dressing. I will get those corrected and then that should be it. Famous last words.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 6th Apr 2009 07:05
Corrected, I hope.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Nickydude
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Posted: 6th Apr 2009 21:56
Quote: "Nickydude and Plystire maybe I can get some help with that?"


Help with what exactly, the help file?

Flatlander
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Posted: 7th Apr 2009 01:54 Edited at: 7th Apr 2009 01:55
Sorry, I didn't specify exactly did I? Yes, espeically with the commands. Now, I have looked at your tutorial and Plystire's and that has helped greatly. But, there are some commands I am at a loss with and I am looking for help with those. After talking with Lee I believe he will help but I said I would ask you guys first, as well as Conjured Entertainment for help. Xplosys had said he would help quite some time ago and I'm not sure if he has the time. The main thing I will need is "examples." I put it under the heading of USAGE. Here is an example and it is completed:


Activated

:state=0,activated=1:state=10
:state=10Perform some type of action here]

=================================

While the state equals '0'' the game engine will check to see what the current activation value is. If the activation value that was assigned by another entity's script (activateifused) is equal to '1' and if it points to the entity that contains this script then the action on this line will be performed.

USAGE

;Artificial Intelligence Script

;Header

desc = Remote Controlled Door (Open and Close)

;Triggers

L1) :state=0,activated=1:state=1,setframe=0,sound=$0
L2) :state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
L6) :state=3,frameatstart=0:state=0,setframe=0

;End of Script

------------------------------------------------------------------

Upon each iteration of the game loop L1 will be executed until the activation level for this entity is set to 1. The activated condition will continually check to see if it is 1 and when it is finally equal to 1 then it will execute the three actions contained on that line. The first action changes the state of the script. The second action sets the animated frame of the door to 0, and the third action plays the sound of the door that is found in the doors first sound parameter. Once these actions are completed then L2 through L6 will be executed and the state will be set back to 0.

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Now, let's look at an entity that uses multiple activated values.

;Artificial Intelligence Script

;Header

desc = Transport To Entity Name

;Triggers

L1) :state=0:rundecal=2,coloff
L2) :state=0,activated=9:state=1
L3) :state=1,activated=3:state=2
L4) :state=2,activated=4:state=4

L5) :state=4,plrhigher=10,plrdistwithin=50:state=10,plrsound=audiobankscifisceneryliftsteleport.wav,plrmoveifused
L6) :state=10:none

;End of Script


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The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 7th Apr 2009 01:56
BTW Nickydude we are at version 3.3.91.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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