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FPSC Classic Product Chat / V120 Public Beta 18 (RC)

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Scurvy Lobster
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Posted: 2nd Jan 2013 11:00
Just tested Beta 7 and got good results. Looking forward to the bobble head fix though.
Ertlov
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Posted: 2nd Jan 2013 12:50
Quote: "Apart from the accidental unfixing of the player wobble, there are no major changes from beta 7 and the alpha fix that would affect this. "


I guess so

These problems seem to be interlinked. In all FPSC versions I used, it was possible to fall through the floor when going to an huge or at least big (desk) static entity next to a wall and then keep walking into it. First it wobbles, then it wobbles more and on some point you fall through the floor. The Alpha wobble fix was the first version where it was impossible.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
starmind 001
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Posted: 2nd Jan 2013 13:39
Sc, I have a fpm using stock media doing the same thing. It seems that static entities do not have the problem, but dynamic ones do.



I have circled the problems that the dynamics have and then you can see that the static ones do not. Attached is the fpm. The barbed wire is small and I almost missed it. The same with the skeleton.

I seem to remember Bond1 saying something similar before with his metro water effects and I have seen it every time since then. Changing the transparency doesn't work anymore. I know it doesn't cuz I just spent thirty mins going 1-99 in the settings. usually you see a big change at 2, but I got nothing. Just to let you know, this is all on a clean install going from v1 to v1.20 latest.

I am doing the tutorial series and I unistalled fpsc to prepare for the upcoming tutorial to start fresh like a newbie.

I hope this helps narrow it down more.

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Scene Commander
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Posted: 2nd Jan 2013 15:30 Edited at: 2nd Jan 2013 15:38
@Starmind.

I can see the issue in your image, but I'm not really seeing it on the test map. Altough this shot isn't the same as yours I wasn't seeing it on the skeleton either.



I'm wondering if this is more of a video card problem. Does anyone else consider this an issue?

SC
Flatlander
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Posted: 2nd Jan 2013 16:53
I wasn't seeing it either but I didn't want to say anything until SC took a look.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
starmind 001
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Posted: 2nd Jan 2013 18:31
Quote: "I'm wondering if this is more of a video card problem"

Ok, that could be. Try this tree and you should see what I was having if you don't then it is time for a new gc.

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Scene Commander
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Posted: 2nd Jan 2013 19:30


@Starmind..

Here's the tree on my setup.. I've got to suspect your video card unless anyone else can provide additional information.

SC
Corno_1
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Posted: 2nd Jan 2013 19:46
@Starmind if you have a ati graphic card look in the catalyst control center under games. Then set all settings to high. This solve the same problem you have by my laptop. Hope this helps

Corno


starmind 001
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Posted: 2nd Jan 2013 19:55 Edited at: 2nd Jan 2013 19:56
Actually, you have it. Can you not see that the alpha is cutting through the trunk? I have unity 4 on my computer and it does not have the problems with the alpha as it premultiplies the texture.

Hopefully you can see it.



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Flatlander
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Posted: 2nd Jan 2013 20:33
I hope SC can see it but I can't very well. After enlarging the one that has the red circles, I can't see anything wrong with the one on the left. The one on the right I can almost see what you are talking about; but, I just saw it as being able to see the trunk that is going to the left between the cherry blossoms.

Is there anything that is really obvious that would stand out as the player is busy playing the game. I guess for me personally this is acceptable of what I'm seeing. Maybe SC will want to take a close look at the code but I don't envy him in doing so.

I remember when I first started making games with FPSC the first thing that bothered me was the NPCs going through the open doors. It bothered me until I had a 14 year old who was testing my game said this is common among the games he plays. So, I learned that not everything is going to be perfect.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
ncmako
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Posted: 2nd Jan 2013 21:58
Using a GeForce 210.
I see whats he's talking about now. The whole tree trunk is cut-out by the alpha behind. I really didn't notice it either at first,but it's there. Like Flatlander said, if your moving you wont see it.

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Scene Commander
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Posted: 2nd Jan 2013 22:22 Edited at: 2nd Jan 2013 22:40
@Starmind.

*Edit*

Deleted random thoughts.. It actually seems an easy fix.

Set the transparancy to 6.


SC
starmind 001
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Posted: 2nd Jan 2013 22:54
Quote: "Set the transparancy to 6."
Lol that worked! Thanks you I went through the transparency setting one at a time and I missed that. Thanks!

Scene Commander
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Posted: 2nd Jan 2013 22:59 Edited at: 2nd Jan 2013 23:04
Quote: "Lol that worked! Thanks you"


You're welcome.. I'll be honest and say I expected it to be a harder fix, so in a way, I'm a little relieved at how obvious it was when I looked at it.

For any other modellers out there here are the official transparancy settings. (taken from the DBP manual.).

0 - draw first no alpha
1 - draw first with alpha masking
2 and 3 - draw second which overlaps solid geometry
4 - draw second alpha test (only render beyond 0x000000CF alpha values)
5 - water line object (seperates depth sort automatically)
6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)

I hope that helps.

Anyone else still got a bug they want to tell me about?
Flatlander
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Posted: 2nd Jan 2013 23:39
OK, I can see the issue better in ncmako's view.

I'm glad it's an easy fix which is on the modeller's end. Since I'm not a modeller I don't understand the transparency settings; like when, why and where they are used.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
starmind 001
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Posted: 3rd Jan 2013 03:51
Quote: "For any other modellers out there here are the official transparancy settings. (taken from the DBP manual.).

0 - draw first no alpha
1 - draw first with alpha masking
2 and 3 - draw second which overlaps solid geometry
4 - draw second alpha test (only render beyond 0x000000CF alpha values)
5 - water line object (seperates depth sort automatically)
6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)

I hope that helps."


Thanks for this info I will be sure to add it to my tutorials as well. I never thought to look at dbp.

Scene Commander
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Posted: 3rd Jan 2013 08:10 Edited at: 3rd Jan 2013 08:11
Hi all,

I've uploaded an alpha build of the source

V120 alpha fixes

Fixed.

Player 'bobble head'
Videobank now transfered to build game.
Minor Improvements to player collision.
Fixed issue with pooled/shared ammo not being stored in save game.

Please note, this isn't an official beta, I've had a good response from alpha testers so far, but I'd like to know if these fixes are working for everyone else (or causing other issues), before I confirm them as fixed.

Thanks,

SC
Scene Commander
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Posted: 3rd Jan 2013 12:25
Fixed flickering decals caused by improved performance.

Sorry for double post, but I didn't want the alpha download above to be confused with this fix as the download doesn't address it.

SC
starmind 001
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Posted: 3rd Jan 2013 15:55
Alpha works for me.

Pirate Myke
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Posted: 3rd Jan 2013 16:24
Invaluable alpha info. Thanks alot.

ncmako
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Posted: 3rd Jan 2013 19:41 Edited at: 4th Jan 2013 05:24
@Scene Commander
Thank You for the transparancy settings,this is invaluable info.
Alpha fixes,no issues at all. No "bobble head", plractions work great. Thank You!

@Flatlander
Sent a quick email, have a question.

EDIT:Not sure if this is a problem, and I think this was discussed in another post. "Flashlight" has no effect on any walls
with a (.fx) effect applied? As in the scifi-lab,but works great in Chateau with no effect? Am I correct in this?
Scene Commander
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Posted: 4th Jan 2013 08:12 Edited at: 4th Jan 2013 08:16
Quote: " think this was discussed in another post. "Flashlight" has no effect on any walls with a (.fx) effect applied?"


I believe I stated quite some time ago, that I wasn't really in favour of adding the WASP mod flashlight as it wasn't very good

However, public opinion was against me, so I added it as is.. I am aware of the issues it causes but as this build really is about performance and stability I hadn't really intended to look at it further. I hope you all understand.

SC
dimoxinil
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Posted: 4th Jan 2013 10:31
Quote: "this build really is about performance and stability"


Okis, the flashlight can wait, no problemo. I want to personally thank you for the great job you're doing. The large number of additions that have been made to fpsc engine, make e.L.e game possible. Thanks.

[href]http://steamcommunity.com/sharedfiles/widget/93088563][/href]
ncmako
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Posted: 4th Jan 2013 17:31
I absolutely agree with you Scene. It is something we can live with and work around.
Thank You
Scene Commander
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Posted: 4th Jan 2013 18:12
Thanks for the kind words

Ok, does anyone else have any issues - show stopping or otherwise? Or can I tell Lee I think we're ready for a final release of V120?

I'll give you guys the weekend, but if there is anything that needs fixing, the sooner I know about it, the sooner it'll get looked at!.

SC
4125
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Posted: 5th Jan 2013 01:35
The only small minor issue that I see that isn't fixed is the jump sounds. The player still doesn't make any jump sounds on any of the default sound sets. But other than that I find no problems as of yet. The jump sounds isn't even a massive issue. Just stating that it still doesn't work.

Also, the player marker has two sound entries, "sound script" and "sound1". Was this intentional ?

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
Flatlander
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Posted: 5th Jan 2013 02:12 Edited at: 5th Jan 2013 02:14
Quote: "The only small minor issue that I see that isn't fixed is the jump sounds. The player still doesn't make any jump sounds on any of the default sound sets. "


I didn't bother testing this because I don't like the player having a jump sound anyway. My mod turns it off or mutes it. However, I went ahead and turned it back on to test. I noticed that there wasn't a "voice" jump sound. I looked at the code at it is playing the sound. So, I went and looked at the player leap audio. It was not the old voice audio. It was more of a step audio. I played the male, female and robotic and they all had the same leap audio which was not a "grunt."

Apparently there was enough of a complaint that they did away with the old jump sound. I found the old leap sound so if you want a leap sound like that then use the download button to get it. Place it in the folder "audiobank\voices\player\" Be sure and make a copy of the leap.wav that's already in that folder in case you don't want the "ummpphh" sound. Also, you can make your own leap sound and name it leap.wav and use that. Well you can't just use the extension .wav unless it truly is wav file.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.

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4125
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Posted: 5th Jan 2013 02:57
Oh no. I thought it was a bug. Since it's that, might as well leave it.

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Flatlander
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Posted: 5th Jan 2013 03:31 Edited at: 5th Jan 2013 04:00
@4125, at first I thought it might have been a bug as well.

Addendum:

There's going to be something new with the next official release of version 1.20. It will be a new version -- 1.1 -- of FPSC entity maker. I wonder what the improvements will hold.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 5th Jan 2013 14:54 Edited at: 5th Jan 2013 15:05
Well I notice the lifts still don't work as they should, and the WW2 ones don't work at all.

Did Flatlanders scripts get added to the install as I didn't download them.

I just had a thought can the playerwobble be turned off (I have to check the source to see if the feature there.) Because this feature would be handy if people are making vid clips.



best s4real

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Scene Commander
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Posted: 5th Jan 2013 15:26
Quote: "Well I notice the lifts still don't work as they should, and the WW2 ones don't work at all."


I'll double check this as I've not looked since the script change. Maybe the scripts didn't move over.

Quote: "I just had a thought can the playerwobble be turned off"


It can't be, but would be amazingly easy to add.

SC
Flatlander
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Posted: 5th Jan 2013 15:48 Edited at: 5th Jan 2013 15:49
I wasn't going to be posting anything anymore on the forums; but, obviously, I had to take a look at the lifts.

When it was officially released, I had downloaded the beta 7 install and installed beta 7.

Just now I created a WW2 Prefab and added a lift base. The name of the script for the lift was "lift1WW2.fpi" So you will need that script for it to work. I still went ahead and created a 3 story lift. It works fine for me. If you use a SciFi lift then you need to use lift1SciFi.fpi.

The top platform will be lift2WW2.fpi and lift2SciFi.fpi.

If you don't want to download and install the beta then you can download the lift scripts using the download button.

I don't think you can turn off playerwobble but I'll let you take a look. I found the more I looked at the code the more I got used to it.

Also, if you could figure out code to turn it off, I'd suggest it to SC.

Addendum:

Oh, Hi Scene Commander.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.

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Scurvy Lobster
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Posted: 5th Jan 2013 15:52
Beta 7 with the latest alpha fixes works for my games

Lifts works for me btw. Both ww2, scifi and Egyptian model pack lifts.
Flatlander
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Posted: 5th Jan 2013 16:08
@Scene Commander

Maxi360 posted this in his thread about the model pack 53 where you fixed the ammo issue on a game save/load. I don't know why he didn't post it here but I did notice it. He is asking,

Quote: "Is there any way to fix this ammo bug when the player goes to the next level?"


I guess I had forgot about that issue and didn't test it when I tested the save/load issue. It, too, should be easy to fix if it hasn't been fixed.

Oh, he also thanked you for fixing the save/load.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Scene Commander
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Posted: 5th Jan 2013 18:42
Quote: "Also, if you could figure out code to turn it off, I'd suggest it to SC."


It's an easy fix... I'll add the option.

Quote: "Oh, Hi Scene Commander. "


Hi buddy..

Quote: "Lifts works for me btw. Both ww2, scifi and Egyptian model pack lifts. "


Good to know, I'll check it out anyway.. Best be sure

Quote: "Maxi360 posted this in his thread about the model pack 53 where you fixed the ammo issue on a game save/load"


I didn't know about this.. thanks.. I'll look into it.
Flatlander
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Posted: 5th Jan 2013 19:11
Quote: "I didn't know about this.. thanks.. I'll look into it. "


I know, that was my fault. I forgot about it when I tested the save/load thing which got fixed of course.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
starmind 001
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Posted: 5th Jan 2013 22:29
Ok I have a small problem. When I made my tutorial, I noticed that you cannot jump on the lift. I seem to remember that you could jump up and down on it, but now all the player can do is walk around. I checked twice, maybe the scripts could be the problem.

But could you check on the lift jump for me?

Flatlander
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Posted: 5th Jan 2013 23:50
I'll let Scene Command tack why we can't jump while on the lift. I never thought we had to jump on the lift. We can't crouch either. The WW2 lift works like a charm; except for being able to jump up or crouch. It does work like a lift and the player can get on and off.

However, I noticed an issue with the SciFi lift script. I'm not sure they got the right script from me. I could have messed that up. But the player can't get off the lift from the top platform. Of course, one cannot even "jump" up to get off. Player just gets stuck.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
The Zombie Killer
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Posted: 6th Jan 2013 09:07
@Flatlander
Why not try using :always:jumpkey=1,crouchkey=1 and see if that works? Probably won't, but worth a try. It could help narrow down why it's happening.

-TZK

Scene Commander
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Posted: 6th Jan 2013 09:30
I'm not sure you could ever jump or crouch when on a lift? Does anyone actually remember if this was the case? You can jump on the and crouch on the gravity platform which seems the most important to me. If the lift issue is a major concern for users I'll certainly look into it.

SC
Flatlander
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Posted: 6th Jan 2013 11:10 Edited at: 6th Jan 2013 11:26
I don't remember that you can. I don't think the physics allows for it.

Attached in the download is a 7z file that will probably be in the final release. It has examples of the lifts plus the scripts that will be used. If anybody would like to try them out.

Addendum:

I took a look at the code, present and past (looking at different versions). When the player is associated with the lift, jump and crouch are disabled. It is hard-coded to be that way.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.

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BlackFox
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Posted: 6th Jan 2013 17:04 Edited at: 6th Jan 2013 17:12
Quote: "I'm not sure you could ever jump or crouch when on a lift? Does anyone actually remember if this was the case? You can jump on the and crouch on the gravity platform which seems the most important to me. If the lift issue is a major concern for users I'll certainly look into it."


Using v1.16, v1.17, and v1.18 in VM you cannot jump or crouch when on a lift. You can move on it (W,S,A,D), but there is no jumping on it since the player is associated to the lift.


There's no problem that can't be solved without applying a little scripting.
Corno_1
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Posted: 7th Jan 2013 17:57
Hey Scene Commander,
You work hard on the code, I know, but I must fight for this:

plrcurrentweapon=1 is not working very good, so please change it. I need this and there is a solution. I see you even write it in the code. Why not changing it? 1.2 should be stable and have a fluent performance? This command is in contrast to this sentence!

I not want to offend you, but If you want something, you must fight for it.

Corno_1


Scene Commander
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Posted: 7th Jan 2013 18:06 Edited at: 7th Jan 2013 18:10
Quote: "plrcurrentweapon=1 is not working very good, so please change it. I need this and there is a solution. I see you even write it in the code. Why not changing it? 1.2 should be stable and have a fluent performance? This command is in contrast to this sentence"


Maybe you could tell me what you think isn't working? It seems to be for me, and I've seen recent scripts on the scripts board that use the feature. If you're refering the the rem - there maybe a better way of doing this, it's because it's a little slow, but it all works as far as I'm aware. Does anyone else know differently?

And you didn't offend me, I just need more information than 'it's not working!'.

SC
Flatlander
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Posted: 7th Jan 2013 18:22
@Corno_1

The command is working the way it is intended to work. If you you are talking about the slow down of FR then you will need to script it's use differently. I believe there were suggestions for doing so in another thread?

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 7th Jan 2013 18:34 Edited at: 7th Jan 2013 18:36
Quote: "The command is working the way it is intended to work. If you you are talking about the slow down of FR then you will need to script it's use differently. I believe there were suggestions for doing so in another thread?"


I believe there were, and if I recall we showed two different colored glow sticks in the thread to show that it (the command) works exactly as it should.

EDIT- yes, here is the thread. I even posted the script(s) showing how to use it effectively.


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 7th Jan 2013 18:39 Edited at: 7th Jan 2013 18:40
Ahhhh, yes I it was Blackfox who gave you the suggestion and showed you how it works. I didn't remember who and I can't remember what thread it was.

EDIT:

Blackfox also gave the thread link.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 7th Jan 2013 18:42
I had only shown a small portion of the actual usage. In the development we are working on, we use a flashlight, a torch, lantern, and glow sticks. The command works as it should, otherwise we would not be able to pull off what we have. And as I mentioned, we do not have the "plr" in the command, just the "currentweapon=x".


There's no problem that can't be solved without applying a little scripting.
ncmako
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Posted: 7th Jan 2013 18:55
@Corno_1"
Check your slashes. "plrcurrentweapon=www2/colt45" should be "plrcurrentweapon=ww2\colt45" I kept using a foreslash instead of a backslash too.It was dragging everything down.
Corno_1
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Posted: 7th Jan 2013 20:39
@all thanks, but I know this thread, but this solutions not symbolise my problem in any version. I also get an offer where I can not say "NO". If this is also not working, I will post my script here and everybody can see it. So forget it.

Corno_1


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