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FPS Creator X10 / Mystic-Mod: Official Thread

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NIlooc223
14
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Joined: 27th Aug 2010
Location: Heaven
Posted: 2nd Aug 2011 23:51
;(( ive uninstalled X10 10 times this month along with my model packs trying to get it to work and now i have to do it again! uhgggg

Your signature has been erased by a mod - no affiliate links thanks
Le Shorte
15
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Location: Wisconsin
Posted: 3rd Aug 2011 04:12
Well, everyone knows you should always backup vital files you're replacing

Cheesehead for life.
NIlooc223
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Posted: 3rd Aug 2011 18:56
except me i think i might have it on one of my 3 portable hard drives i know i backed up X10 on one of them..

Your signature has been erased by a mod - no affiliate links thanks
unfamillia
14
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 4th Aug 2011 14:55
Is there a working version of this mod about? I have installed this and it just crashes X10 every time.

I must have tried this at least 5 times and it starts to become annoying when you have to keep reinstalling x10 after another failed attempt. I have tried it on all versions as well, (1.0, 1.01 and 1.11) all fail miserably and every time i die a little inside.

I really want to appreciate this mod as it sound wonderful and the image in everyones sig box looks beautiful, but, i do not feel comfortable or confident just yet.

Unfamillia
The Next
Web Engineer
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Location: United Kingdom
Posted: 4th Aug 2011 18:43
There is no need to reinstall FPSC at all, you just need to replace the MM files with those of the stock FPSC. Which you should have backed up! before replacing.

The mod does work, must be something your doing differently to others.

Mystic Mod - Putting the fear back into sliced bread since 4th May 2010
Windows 7 Pro, AMD Phenom II X4 3.4Ghz, 8GB DDR3, ATI Radeon HD 4770 1GB, 2TB RAID-0 Hard disk
budokaiman
FPSC Tool Maker
15
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Joined: 24th Jun 2009
Playing: Hard to get
Posted: 4th Aug 2011 23:25 Edited at: 11th Aug 2011 14:54
Quote: "any updates?"

Unfortunately, yes. I'm not sure what problems you guys were getting, but if they were the same as mine, I should have fixed them. I completely re-did everything to fix the crashes, but there are some bugs with the new recoil system, I'll patch that up as soon as I can, for now, here are the new .exe files for you to try, if you get any crashes let me know. Also, DON'T try opening an existing map, I need to fix the read/write stuff, if you make a new map and try it it should work. I'll fix the read/write and recoil so that those will work again and have them up soon.

Edit: New beta is out.


Be yourself, but make sure you don't sound like a dying sheep.
Norion
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Location: The Netherlands.
Posted: 5th Aug 2011 00:04
So.... Any news about the secret feature

Thanks


N.

Sorry for my english, i'm an alien
budokaiman
FPSC Tool Maker
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Posted: 5th Aug 2011 00:23
Quote: "So.... Any news about the secret feature"

The Next and I have been working hard on that, we've come up with some really neat ideas, we just need to get everything done. Once we feel it's ready, we'll tell you guys about it.


Be yourself, but make sure you don't sound like a dying sheep.
Norion
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Posted: 5th Aug 2011 01:46
@ Budokaiman

thats good to hear. Oh... and sorry for being so annoying.


Cheers


N.

Sorry for my english, i'm an alien
Le Shorte
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Location: Wisconsin
Posted: 5th Aug 2011 05:38
Quote: "So.... Any news about the secret feature"

It will be worth it. Believe me.

Cheesehead for life.
Norion
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Posted: 5th Aug 2011 12:03 Edited at: 5th Aug 2011 12:04
Quote: "It will be worth it. Believe me"


I have no doupt about that !

Sorry for my english, i'm an alien
budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 5th Aug 2011 16:15 Edited at: 5th Aug 2011 16:15
Quote: "Oh... and sorry for being so annoying."

No worries, you aren't. It's good to know that people are excited for it, we've put a lot of work into it.

Also, I fixed the plrfreeze command and the map loading, could someone send me a map made with 1.0.3, so that I can make sure it loads old maps fine.


Be yourself, but make sure you don't sound like a dying sheep.
michael x
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Location: Cybertron
Posted: 5th Aug 2011 18:39
I think a non mod fpscx10 map would be the ones to worry about. if this big secret feature is something that i would want to use it with my non mod fpcsx10 maps.plus is there a way you can fix the static lights to work with the dynamic entities without them looking to bright.

more than what meets the eye

Welcome to SciFi Summer
budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 5th Aug 2011 18:42
Quote: "I think a non mod fpscx10 map would be the ones to worry about."

Those already load fine.

Quote: "plus is there a way you can fix the static lights to work with the dynamic entities without them looking to bright."

I think that might be a problem in DBP/DX, but I can take a look.


Be yourself, but make sure you don't sound like a dying sheep.
srealist
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Location: Orlando, Florida, USA
Posted: 5th Aug 2011 21:07
Count me in as EXCITED!! Thank you for all you hard work and for advancing the engine we all love. Also, thank you for plrfreeze!!
srealist
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Posted: 5th Aug 2011 21:15
@MichaelX, this problem is confusing to me as it doesn't consistently occur on my builds. It's about 50/50. I will change absolutely nothing, build the game, run it and all the dynamic entities are glowing, then build it again and everything looks okay. I changed nothing in between builds and the light mapping can look completely different.

I've also noticed that if you save a game and reload it, all dynamic entities will be WAY blown out. This is a consistent error that I have seen across all the games I've made.
pdidy
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Posted: 6th Aug 2011 09:42
@budokaiman @Next, It's good to know that people are excited for it, we've put a lot of work into it.

must be getting close now for release. cant wait to get it.
thanks for your hard work and time on the mod,
it is nice to see that you can expand this engine who knows were
it will go with people capable of moding this engine,
i can see a lot of people coming over to x10 in the near future.
Squalker
16
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Location: Canada
Posted: 6th Aug 2011 23:19
Quote: "I usually rather the 0/1 form, I don't like timer ones as I have to play around a little more :/. With the 0/1 one you can use it like a cutscene or something, without having to estimate the full time to finish the cutscene ."


Same I would prefer 1/0 setting so as not to have to worry about timing.
budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 6th Aug 2011 23:40 Edited at: 7th Aug 2011 01:53
Quote: "Same I would prefer 1/0 setting so as not to have to worry about timing."

That's pretty much how I implemented it.
plrfreeze=0 - unfreezes the player
plrfreeze=1 - freezes the player, but lets them look around
plrfreeze=2 - freezes the player and disables mouse

If you really wanted timing, you could just use local timers.

I'll upload the latest beta with the new working functions and map loading fixed, when I get it tested enough and know that the bugs are out.


Be yourself, but make sure you don't sound like a dying sheep.
budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 7th Aug 2011 00:27 Edited at: 11th Aug 2011 20:40
Here's the newest beta, let me know if you have any problems with it.
Edit: New beta is out.


Be yourself, but make sure you don't sound like a dying sheep.
srealist
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Posted: 9th Aug 2011 17:16
How about these apples:






300 fps with water... Nice.
The Next
Web Engineer
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Location: United Kingdom
Posted: 9th Aug 2011 17:41
Nice to see the latest beta is out now. Looks as if it won't be too long now until you guys start getting hints about the secret feature/features. Features is more appropriate I think.

Oh and discussions may begin soon on the grand idea Budokaiman had a while ago that will make the launch even more amazing for everyone involved and prove to FPSC X9 that we are still the more advanced engine.


But all I will say about the feature is it will totally change what people do with FPSC X10 in the future and will open up so many new areas when making games.

Mystic Mod - Putting the fear back into sliced bread since 4th May 2010
Windows 7 Pro, AMD Phenom II X4 3.4Ghz, 8GB DDR3, ATI Radeon HD 4770 1GB, 2TB RAID-0 Hard disk
srealist
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Posted: 9th Aug 2011 17:53
Waaaaaah!!! I want to know what it is...

Anyway, let me know if there is anything I can do to help. Any assets you all need, scripts, particle effects...anything I can do, I will.
The Next
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Posted: 9th Aug 2011 17:58
@srealist

May take you up on that at a later date, need to chat with Budokaiman this evening if I can get hold of him. To work out a few things, then hopefully we can get things really moving.

Mystic Mod - Putting the fear back into sliced bread since 4th May 2010
Windows 7 Pro, AMD Phenom II X4 3.4Ghz, 8GB DDR3, ATI Radeon HD 4770 1GB, 2TB RAID-0 Hard disk
ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 9th Aug 2011 18:46 Edited at: 9th Aug 2011 18:46
Indeed, if you need anything just ask!

Quote: "A friend will help you move house, a good friend will help you move a body."


^ anything

[center]

The Next
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Posted: 9th Aug 2011 18:53
Quote: "a good friend will help you move a body."


I may be in need of your services

Mystic Mod - Putting the fear back into sliced bread since 4th May 2010
Windows 7 Pro, AMD Phenom II X4 3.4Ghz, 8GB DDR3, ATI Radeon HD 4770 1GB, 2TB RAID-0 Hard disk
srealist
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Location: Orlando, Florida, USA
Posted: 9th Aug 2011 19:38
BTW, to anyone experiencing a crash after installing mystic mod, allow me to reiterate:

YOU MUST RUN FPSCreatorCleaner found in C:\Program Files (x86)\The Game Creators\FPS Creator X10\Bin.

Do it before, and for good measure, do it again after adding the .exe files.

It's just two files: FPSC-Game.exe and FPSC-MapEditor.exe also found in your bin folder. Create a new folder like this:
C:\Program Files (x86)\The Game Creators\FPS Creator X10\Bin\Original

And put your original exe files in that back up folder. Then place the .exe files from Mystic Mod in your bin folder.

If you do these simple steps you should have no problems and you can in a matter of seconds revert to the original FPSC installation at any time.

The latest BETA version runs great and I have had no problems whatsoever.
ThoughtWire Software
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Posted: 9th Aug 2011 20:41
Quote: "The latest BETA version runs great and I have had no problems whatsoever."


I can second that, it works great!

Quote: "I may be in need of your services"


I'll get my special shovel

[center]

budokaiman
FPSC Tool Maker
15
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Playing: Hard to get
Posted: 9th Aug 2011 21:57
Quote: "The latest BETA version runs great and I have had no problems whatsoever."

Quote: "I can second that, it works great!"

That's good to know. I'll get the next one out as soon as I can. I've added a pretty good amount of features for just a day's work, I think some of it will be really helpful, with some of it you'll definitely be able to do stuff that you couldn't do in x9.


Be yourself, but make sure you don't sound like a dying sheep.
ThoughtWire Software
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Posted: 9th Aug 2011 23:40
Quote: "I think some of it will be really helpful, with some of it you'll definitely be able to do stuff that you couldn't do in x9."


Sounds like one helluva update

[center]

michael x
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Posted: 10th Aug 2011 00:35 Edited at: 10th Aug 2011 02:17
can't wait to see what is change.

more than what meets the eye

Welcome to SciFi Summer
srealist
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Location: Orlando, Florida, USA
Posted: 10th Aug 2011 00:48
As others have noticed, patience isn't my strong point. May I ask is the feature(s) already in the released beta?

*Prepares to open DBx10 and investigate*
budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 10th Aug 2011 00:50
Quote: "May I ask is the feature(s) already in the released beta?"

The beta 2?

Quote: "can't wait to see what to change."

Change what?


Be yourself, but make sure you don't sound like a dying sheep.
michael x
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Posted: 10th Aug 2011 02:19
what are the new features. thats all.

more than what meets the eye

Welcome to SciFi Summer
budokaiman
FPSC Tool Maker
15
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Playing: Hard to get
Posted: 10th Aug 2011 02:29
Quote: "what are the new features. thats all."

For beta 3, I'll announce them when I release it (within the next 48 hours) but I'll probably be adding more stuff in that time, so right now I wouldn't have a complete list of new features.


Be yourself, but make sure you don't sound like a dying sheep.
michael x
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Posted: 10th Aug 2011 02:45
let the count down begin.it going to be like new years.lol

more than what meets the eye

Welcome to SciFi Summer
ThoughtWire Software
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Posted: 10th Aug 2011 12:37
Quote: "going to be like new years.lol"


Except better

[center]

srealist
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Posted: 10th Aug 2011 23:47
Is there a place I can find a description of all the conditions/actions and the possible values? I don't use FPI EditPad (though perhaps I should).

Sorry if this is a stupid question or if I missed something obvious. A little spacey today...
budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 10th Aug 2011 23:48 Edited at: 10th Aug 2011 23:49
They're all in the X10 doc.
https://docs.google.com/Doc?docid=0ASy6EIXH3kkrZGRmNGtzZndfNWZrOThwNWc4&hl=en_US#SCRIPTING


Be yourself, but make sure you don't sound like a dying sheep.
unfamillia
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Location: Preston, Lancashire
Posted: 11th Aug 2011 14:20
@The Next;

Sorry, i didn't mean to upset anyone. The mod probably does work beautifully, it's just i couldn't get it to work with me. It's obviously something i am doing wrong!

In order to get this mod to work, i assume, i put all the files in the zip in their corresponing folders to replace the 'original files' e.g. put the setup.ini from the zip and replace the original setup.ini?

(i will obviously back up the original .exe files) this time))

Am i correct in what i have said so far?

And i will obviously make sure that i run FPSC cleaner before and after.

If this is all correct, i will try again tonight. Quite excited about the secret feature(s)
budokaiman
FPSC Tool Maker
15
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Joined: 24th Jun 2009
Playing: Hard to get
Posted: 11th Aug 2011 16:26
Quote: "In order to get this mod to work, i assume, i put all the files in the zip in their corresponing folders to replace the 'original files' e.g. put the setup.ini from the zip and replace the original setup.ini?

(i will obviously back up the original .exe files) this time))

Am i correct in what i have said so far? "

Yep. Even if you use the installer, I highly recommend backing up your files before you run the installer.


Be yourself, but make sure you don't sound like a dying sheep.
srealist
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Posted: 11th Aug 2011 16:51 Edited at: 11th Aug 2011 16:53
Quote: "They're all in the X10 doc.
https://docs.google.com/Doc?docid=0ASy6EIXH3kkrZGRmNGtzZndfNWZrOThwNWc4&hl=en_US#SCRIPTING"


Thank you thank you!

BTW, I'm just gonna throw this out there...cause I don't think it is worth starting a thread over but movedown DOES NOT work in x10, period.

However, I just saw in another thread that using negative values on moveup DOES work. I tested it and it's true. The only weirdness I came across is that moveup=-1 does nothing but -2 and above all work. I'll double check the "-1" thing today to confirm. Just Fyi, FWIW, YMMV, IMO.

Very excited for next installment of Mystic Mod!!

Edit: This is of great importance to me 'cause of the particle system pack I am working on. But I now have a solution so I can move forward.
ThoughtWire Software
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Posted: 11th Aug 2011 17:36
I'm looking forward to seeing srealist's particle system pack and making some of my own!

Mystic Mod also has me checking the X10 forum every hour to make sure I don't miss anything

[center]

budokaiman
FPSC Tool Maker
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Playing: Hard to get
Posted: 11th Aug 2011 18:34 Edited at: 13th Aug 2011 01:24
Beta 3 is finally ready for release, I'm very excited to see what you guys can do with some of it.

Here's what's new in Beta 3:
Bug Fixes - fixes for some bugs that were in vanilla X10. Those fixes are:
Underwater fog now retains its value when loading the map.
movedown fpi command - this command was missing from X10 and has been added.

AirMod recoil - the recoil system from AirMod has been added, you can change the recoil values either in the gunspec file or in the map editor.
If you change them in the gunspec, the keywords are:
recoily
recoilx
recoilycorrect
recoilxcorrect
zoomrecoily
zoomrecoilx
zoomrecoilycorrect
zoomrecoilxcorrect

FPI commands - I went through the commands that were in FPI editpad, the ones that weren't in X10 have been added. Those commands are:
plrsubhealth=
plrsethealth=
newjumpheight=
setentityhealth=
subentityhealth=
addentityhealth=
lightintensity=

Variable system - An advanced variable system for anyone who makes custom scripts. The new variable commands are:
actions:


makeglobalvar=VarName VarType
- VarName can be whatever you want for a variable name.
- VarType can be either "int" "float" or "string" (without the quotes)
-- int variables will hold a numeric value, but will not contain decimal places
-- float variables will hold a numeric value, and can contain decimal places
-- string variables can contain any sequence of characters/words


setglobalvar=VarName Value
- VarName must be the name of a variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int the variable will be set to the value specified, if the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the exact value specified, including decimals
--- if the variable is a string, the variable will be set to the exact value specified, but mathematical operations and comparisons cannot be performed on strings.

-- a string
--- the string must be contained in quotes (e.g. setglobalvar=strvar "whatever i want to type") and cannot contain commas in the string (if requested, I can create an escape character).
--- if the variable is an int or float, and the value specified is a string, the variable will be set to 0.
--- if the variable is a string, it will be set to the string between the quotation marks.

-- an existing variable name
--- if the variable is an int the variable will be set to the value of the variable specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the exact value of the variable specified, including decimals
--- if the variable is a string, the variable will be set to the exact value of or string contained in the variable specified, but mathematical operations and comparisons cannot be performed on strings.


incglobalvar=VarName Value
- VarName must be the name of a variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int the variable will be set to the sum of the variable's current value and the value specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the sum of the variable's current value and the exact value specified, including decimals

-- a string
--- if the variable is an int or float, the value of the variable will not change.
--- if the variable is a string, the variable will be the concatenation of it's current value, with the string specified.

-- an existing variable name
--- if the variable is an int the variable will be set to the sum of the variable's current value and the value of the variable specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the sum of the variable's current value and the exact value of the variable specified, including decimals
--- if the variable is a string, the variable will be the concatenation of it's current value, with the value of the variable specified.


decglobalvar=VarName Value
- VarName must be the name of an int or float variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, the varaible will be set to the difference of the variable's current value and the value specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the difference of the variable's current value and the exact value specified, including decimals

-- an existing variable name
--- if the variable is an int the variable will be set to the difference of the variable's current value and the value of the variable specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the difference of the variable's current value and the exact value of the variable specified, including decimals


multglobalvar=VarName Value
- VarName must be the name of an int or float variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, the varaible will be set to the product of the variable's current value and the value specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the product of the variable's current value and the exact value specified, including decimals

-- an existing variable name
--- if the variable is an int the variable will be set to the product of the variable's current value and the value of the variable specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the product of the variable's current value and the exact value of the variable specified, including decimals


divglobalvar=VarName Value
- VarName must be the name of an int or float variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, the varaible will be set to the quotient of the variable's current value and the value specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the quotient of the variable's current value and the exact value specified, including decimals

-- an existing variable name
--- if the variable is an int the variable will be set to the quotient of the variable's current value and the value of the variable specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the quotient of the variable's current value and the exact value of the variable specified, including decimals


modglobalvar=VarName Value
- VarName must be the name of an int or float variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, the varaible will be set to the remainder of the variable's current value and the value specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the remainder of the variable's current value and the exact value specified, including decimals

-- an existing variable name
--- if the variable is an int the variable will be set to the remainder of the variable's current value and the value of the variable specified. If the value contains decimals, they will not be stored
--- if the variable is a float, the variable will be set to the remainder of the variable's current value and the exact value of the variable specified, including decimals


conditions:

globalvarequal=VarName Value
- VarName must be the name of a variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, it will check to see if the current value of the variable is equal to the value specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is equal to the value specified, including decimals.

-- a string
--- must be contained in quotes
--- if the variable is an int or a float, this will always be false
--- if the variable is a string, it will check to see if the current value of the variable is equal to the string contained in quotes. Cases must be equal too.

-- an existing variable name
--- if the variable is an int, it will check to see if the current value of the variable is equal to the value of the variable specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is equal to the value or the variable specified, including decimals.
--- if the variable is a string, it will check to see if the current value of the variable is equal to the value of the variable specified. Cases must be equal too.


globalvarnotequal=VarName Value
- VarName must be the name of a variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, it will check to see if the current value of the variable is not equal to the value specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is not equal to the value specified, including decimals.

-- a string
--- must be contained in quotes
--- if the variable is an int or a float, this will always be true
--- if the variable is a string, it will check to see if the current value of the variable is not equal to the string contained in quotes. Cases must be equal too.

-- an existing variable name
--- if the variable is an int, it will check to see if the current value of the variable is not equal to the value of the variable specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is not equal to the value or the variable specified, including decimals.
--- if the variable is a string, it will check to see if the current value of the variable is not equal to the value of the variable specified. Cases must be equal too.


globalvarless=VarName Value
- VarName must be the name of an int or float variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, it will check to see if the current value of the variable is less than the value specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is less than the value specified, including decimals.

-- an existing variable name
--- if the variable is an int, it will check to see if the current value of the variable is less than the value of the variable specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is less than the value or the variable specified, including decimals.


globalvargreater=VarName Value
- VarName must be the name of an int or float variable previously created with the "makeglobalvar" command
- Value can be either:

-- a numeric value
--- if the variable is an int, it will check to see if the current value of the variable is greater than the value specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is greater than the value specified, including decimals.

-- an existing variable name
--- if the variable is an int, it will check to see if the current value of the variable is greater than the value of the variable specified. If the value contains decimals, they will not be stored.
--- if the variable is a float, it will check to see if the current value of the variable is greater than the value or the variable specified, including decimals.


In addition to all of the variable FPI keywords, you can now use variable names in place of numeric values for EVERY FPI command.

Download: Edit: New beta is out.

Enjoy and let me know what you think.




Be yourself, but make sure you don't sound like a dying sheep.
srealist
13
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 11th Aug 2011 18:42
Oh my...F$&^&%^%**ing GAWD!!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
srealist
13
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 11th Aug 2011 18:43
This changes everything....everything.
The Next
Web Engineer
16
Years of Service
User Offline
Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 11th Aug 2011 19:02
@unfamillia

I wasn't upset sorry if I sounded it, anything we can do to help let us know

@srealist

You have no idea, no idea at all

Mystic Mod - Putting the fear back into sliced bread since 4th May 2010
Windows 7 Pro, AMD Phenom II X4 3.4Ghz, 8GB DDR3, ATI Radeon HD 4770 1GB, 2TB RAID-0 Hard disk
ThoughtWire Software
14
Years of Service
User Offline
Joined: 10th Aug 2010
Location: Inside your fridge, drinking your milk.
Posted: 11th Aug 2011 19:16
This has made me the happiest bunny of all

Thank you so much for your work Budo.

[center]

science boy
16
Years of Service
User Offline
Joined: 3rd Oct 2008
Location:
Posted: 11th Aug 2011 20:23




cheers budo

an unquenchable thirst for knowledge of game creation!!!
Le Shorte
15
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 11th Aug 2011 20:52
Quote: "This changes everything....everything."

Oh, just wait.
People are gonna like... I don't know. But when the secret feature is revealed... yes.

Cheesehead for life.

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