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FPSC Classic Scripts / Earthquake Script

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MONSTER MARK
14
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Posted: 28th Sep 2010 09:13
Hello Everyone,

I was planning to give a incredible earthquake shock to my players..
i tried different scripts,but the all cause fpsc to crash and give a illegal exception error.. Place this fpi script in the main of the trigger zone.

"Runtime Error 7006 - Object illegal at line 37929".



I used this script by Conjured Entertainment.

Any suggestions..?

Judgment Day Can Wait !!
Michael Thompson
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Posted: 28th Sep 2010 09:21
What happens when you do not have this script in? does it do the same? ofcourse, if it doesnt, then we know it is problems with the scripts. try putting them in again and see what happens.

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
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MONSTER MARK
14
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Posted: 28th Sep 2010 13:23
fpsc only crashes if this script is in, else it works perfectly...
i tried again but still no luck..

Judgment Day Can Wait !!
Marc Steene
FPSC Master
19
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Location: Bahrain
Posted: 28th Sep 2010 14:52
If you're using 1.17 or above, or any mod with AirMod, you can use the camshake=X command for an earthquake effect.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 28th Sep 2010 20:49 Edited at: 28th Sep 2010 21:19
Quote: "I used this script by Conjured Entertainment."

Oh really, and just where did you get it, because I don't remember making an exampleb with a ogg file? (I never use all caps in a script - even in the comments)

Here is my earthquake script
that I do remember, and here is the Puppet Script thread that I posted it in.

Quote: "What happens when you do not have this script in? does it do the same? ofcourse, if it doesnt, then we know it is problems with the scripts. try putting them in again and see what happens."

Quote: "fpsc only crashes if this script is in, else it works perfectly..."

If you want to blame me for one of my scripts not working, then set it up per the instructions included with it before you point the finger at me/my script.
You are using a trigger zone instead of an entity which is your problem since the script associates the player and then moves the object up and down.

Quote: "If you're using 1.17 or above, or any mod with AirMod, you can use the camshake=X command for an earthquake effect."

Yeah, I need to look into that as well, since my earthquake script is old.


@ Marc Steene
Is there a list of all the new FPI actions/conditions for v117 or v118, since it includes some of the mod's stuff? (but not all the mod's actions/conditions, right?)
I've been using the etimers (no need for my multiple timers anymore) and that is a time saver, so I was wondering what others I could be using.
You guys know that I always used the stock engine, so I am clueless as to Hockeykids FPI and a list of what was added to the FPI would help.

   Conjured Entertainment

 WARNING: Intense Madness
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 29th Sep 2010 06:21
Quote: "Is there a list of all the new FPI actions/conditions for v117 or v118, since it includes some of the mod's stuff? (but not all the mod's actions/conditions, right?)"


I don't have a full list with me now (I'm sure someone made one) but here's a short list of what has been added (to 1.17 at least, plenty of tasty commands are being added to 1.18 which I think you'll make good use of ):

dimvar = X
dimlocalvar = X
setvar = X X
mulvar = X X
divvar = X X
addvar = X X
subvar = X X
modvar = X X
wrapvar = X X
setifused = X
setusekey = X
resetplrweapons
backdropvideo = X
bloodspurt = X
nobulletcol = X
isaltammo
bloodsplash = X
camshake = X
camfov = X
camfovinc = X
hideplrweapon
plrfreeze = X
showplrweapon
plrpointatobject = X
allowpickupweapon = X

I think that's all the new actions available. Of course there are the conditions and internal variables to play around with now too.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
MONSTER MARK
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Joined: 3rd Sep 2010
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Posted: 29th Sep 2010 14:17
@Conjured Entertainment

I'm pointing fingers at anyone...
I got the previous script from:

http://forum.thegamecreators.com/?m=forum_view&t=174074&b=23

I'm still at a lost here, where do i put your script. should I use a switch/ dynamic entity to activate it??
Could u please tell me.

Thanks.. anyways

Judgment Day Can Wait !!
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 29th Sep 2010 21:49 Edited at: 29th Sep 2010 22:26
Quote: "I'm still at a lost here, where do i put your script. should I use a switch/ dynamic entity to activate it??"

You set it up like the step by step instructions that are found in the thread that I linked to here in the above post.


Here is how to set it up....

1) Place an entity in your map that is out of camera view or has an transparent texture. (I used the Sci-Fi > Items > Battery)

2) Set its ALWAYS ACTIVE? to YES

3) Set the script [above] as the battery's AI MAIN



That camshake=x is probably better though, so I would say try that.

Quote: "I don't have a full list with me now (I'm sure someone made one) but here's a short list of what has been added (to 1.17 at least, plenty of tasty commands are being added to 1.18 which I think you'll make good use of ):"

Thanks,
I use v118 beta

Hopefully the readme will get an update soon to include the recent changes to the FPI.
Maybe Nickeydude can update the FPI section of the guide for us or something, since that manual style list with explinations is nice.


Some of these look interesting enough, like...

backdropvideo = X

which will come in handy for loading screens maybe.

bloodspurt = X
bloodsplash = X



   Conjured Entertainment

 WARNING: Intense Madness
MONSTER MARK
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Joined: 3rd Sep 2010
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Posted: 30th Sep 2010 10:06
Quote: "You set it up like the step by step instructions that are found in the thread that I linked to here in the above post.
Here is how to set it up....
1) Place an entity in your map that is out of camera view or has an transparent texture. (I used the Sci-Fi > Items > Battery)
2) Set its ALWAYS ACTIVE? to YES
3) Set the script [above] as the battery's AI MAIN"


will try that... thanks..

Judgment Day Can Wait !!
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Sep 2010 22:46 Edited at: 30th Sep 2010 22:47
For my script the 'M' key makes the quake.
That was just an example, so you can replace the scancodekeypressed=x condition with whatever you need for your effect.

For that other script you should just need to walk up to the battery, but make sure you have that sound file since the script is calling one.
Use whatever sound you want just edit the path to your file, but always keep your sounds in the audiobank folder.

   Conjured Entertainment

 WARNING: Intense Madness

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