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FPSC Classic Product Chat / [LOCKED] Project Blue UM edtion official thread

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Nickydude
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Posted: 17th Nov 2009 23:48
How's the migration to V1.16 of the source going?

double
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Posted: 18th Nov 2009 13:04
I think i've found a bug. When i tried to change the screen resolution of a built game to 1680 x 1050 fpsc shows an error and won't start. it only works with 1024 x 768

i use project blue v 1.7
Yearcut
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Posted: 18th Nov 2009 14:54 Edited at: 18th Nov 2009 15:01
autoswaptrue = 1 don't work! I tried putting it in setup.ini and also in weapon specs .txt in gamecore. Please reply asap. I was not sure that if the command have typo in the manual or not, so i tried bothcommands - autoswaptrue = 1 and autoswaprue = 1. And remember my game is singleplayer.


A screen shot of manual.



Basically, I want my gun to appear after every respawn of player automatically. Normally, if the player dies and respawns, the gun don't appear, the user have to scroll to make it appear, can't it be done automatically?



Regards,
Shivam
Registered Project Blue Owner

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Mugen
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Posted: 18th Nov 2009 19:40
That's weird, it works for me. I am doing it on multiplayer though. You do not need to put it in the weapons specs though. It goes into the setup.ini

Here is what I have and it works for me


Call it crazy, but I think that having a spaces between the command, the = and the 1 may have something to do with it.

Try this out in at the bottom of your setup.ini and tell me if it works.

Mugen is the name pal, Ya got that?
A r e n a s
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Posted: 18th Nov 2009 21:10
Well i'll post the script but this is not for general use. People can not take it and claim it as their own (even though its not particularly hard to make).



I am re-writing a part of the script to try to improve performance. If you can see any problems please post.

Plystire
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Posted: 18th Nov 2009 21:38
@Nickydude:

Slow. S4 and myself are finding time very scarce right now to work on the Mod. There has been talk of finding another member with more spare time than us to work on it while we're too busy. There's still a lot to discuss on the matter, and with our time-schedules it's very hard to do so.


@Yearcut:

Autoswap doesn't pertain to showing the weapon upon player death. What it does is automatically equipped a new weapon once it has been picked up.


@Arenas:

Just glanced over it real fast. One thing I normally do when it comes to handling a lot of HUDs, is to have a single line do all of the "unshow"ing in one big swoop, then each individual state need only worry about "show"ing their necessary HUD. I say this because given your current logic, swapping between "activepower"s will take a couple loops for the HUD to get situated the way it needs to. You should always aim to have the HUDs all swapped out and ready in ONE cycle.


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A r e n a s
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Posted: 18th Nov 2009 21:45
I do have that working with my health and that seems to work well. I'll try it then and post the script. My health still runs quite slow but if i add in about 20 entities with the script attached it will run at a very good speed.

Nickydude
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Posted: 18th Nov 2009 22:21 Edited at: 18th Nov 2009 22:22
Quote: "Slow. S4 and myself are finding time very scarce right now to work on the Mod. There has been talk of finding another member with more spare time than us to work on it while we're too busy. There's still a lot to discuss on the matter, and with our time-schedules it's very hard to do so. "


Then I may have to abandon PB. There is a bug in V1.15 of the original that stopped me compiling my games and Lee has said this is fixed in V1.16. That is the only thing stopping me using PB at the moment which is a shame. If you ever get it fixed then I'll move back onto PB as it is an astounding mod.

Good luck with future endeavours.

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Posted: 18th Nov 2009 22:26 Edited at: 18th Nov 2009 22:34
Quote: "Slow. S4 and myself are finding time very scarce right now to work on the Mod. There has been talk of finding another member with more spare time than us to work on it while we're too busy. There's still a lot to discuss on the matter, and with our time-schedules it's very hard to do so."


Im not sure that there are many people with your scripting talent who dont already have their own mod (Im thinking of Hockeykid and Knxrb here)

EDIT

Updated code:



The code is a bit shorter but still has the same lag problem. Are there any ways that code could be shortened to make the huds react quicker. It is doing a loop of the huds showing and unshowing but the speed is exactly the same when you remove the extra line from the end of the state 2's (blah blah,state=1). This time indifference between the two methods makes me think it may be down too the size of the huds. Can that be possible with hud size effecting speed? I know this happens in DB Pro with sprites. Im not sure how the huds are otherwise set up.

Plystire
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Posted: 19th Nov 2009 00:32
Well, you could try using smaller HUDs just to see the effect they have on response time. However, since the images are already loaded into memory, the only time difference they should have against smaller versions would be draw-time which would be a consistent lag on the engine, and not solely on the script.

What you said about putting many of the same script into the level making it run faster makes me wonder if there is some logic dominance issues going on. It sounds almost like it's not being processed every loop like it should be.

I'm afraid I can't help much more than this. This isn't a script help thread and I honestly barely have time to come and check in on things. I hope you can figure out what the problem is.


@Nickydude:

That is, of course, your prerogative. Hopefully our new helper will have things moving shortly. Sadly, I can barely offer them help, so at the moment it's up to them to swim through the sea of code we've made and figure things out on their own.


The one and only,


Yearcut
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Posted: 19th Nov 2009 04:09 Edited at: 19th Nov 2009 11:35
Quote: "Autoswap doesn't pertain to showing the weapon upon player death. What it does is automatically equipped a new weapon once it has been picked up."


So, Is it possible to do this any other way?

Quote: "Basically, I want my gun to appear after every respawn of player automatically. Normally, if the player dies and respawns, the gun don't appear, the user have to scroll to make it appear, can't it be done automatically?"


Waiting for your reply!!!

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A r e n a s
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Posted: 19th Nov 2009 08:33
Heres an idea (never started anything like that before), could changing the jump height and speed effect the scripts speed. If it does that on every loop its bound to have a negative effect. Im adding a bit of a re-write to have a go to see if it is this problem, i'll post later tonight.

Plystire
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Posted: 19th Nov 2009 20:37
@Yearcut:

Well, you could try making a script that hides the player's weapon upon death, and then when they come back to life, have it show the weapon again. I would suggest using the AirMod commands for this, since the Ply's Mod versions of these immediately hide/show the weapon without animation. But... yes, it should be possible.


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mAcpo
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Posted: 20th Nov 2009 01:04
can anyone else add a custom resolution to their built games of anything other than 1024x768? If I make it anything else (800x600,1440x900) the game will not start and crashes. Just wondering if this is a problem with PB or if something else is going on.
ite
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Posted: 20th Nov 2009 03:35
hay guyes 2 quick questions,
1.)can you use all the features seen in the vids in the built game?
2.)is it really worth buying? (how much is it too?)

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ite
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Posted: 20th Nov 2009 03:38
oh ya and how to you make the humve driveable?

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Plystire
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Posted: 20th Nov 2009 23:17
@mAcpo:

double said earlier that he was having problems with the resolution, so it's likely not just you. It has been added to the list already. Thank you for reporting.


@ite:

There is no reason why a feature would not be usable in the built game versus test mode. And you can find the humvee script in the Ply's Mod thread (do a search on this board for "Ply's Mod")
I don't recommend using vehicles, however, due to collision issues.


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A r e n a s
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Posted: 21st Nov 2009 11:48
Quote: "I don't recommend using vehicles, however, due to collision issues."


My guy was fired across the map when he went in. And then it would never work Shame cause i was so desperate for it to work cause they would make for an interesting game.

Mugen
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Posted: 21st Nov 2009 15:21
I got an idea for PB
How about having an option that when you take damage you can make it so your screen will shake slightly when you get hurt. To sort of simulate force impact of a bullet.
Also making it so when your in ironsights so it won't 1 hit kill would totally be nice

Mugen is the name pal, Ya got that?
A r e n a s
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Posted: 21st Nov 2009 18:28
Quote: "Also making it so when your in ironsights so it won't 1 hit kill would totally be nice "


Just set head shot to 0. I think.

Mugen
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Posted: 21st Nov 2009 18:32
Well I have the 1 shot kill set at 0, but when your in Ironsights it always 1 shots kill when you right click to look down the sight

Mugen is the name pal, Ya got that?
Plystire
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Posted: 22nd Nov 2009 22:26
Quote: "How about having an option that when you take damage you can make it so your screen will shake slightly when you get hurt. To sort of simulate force impact of a bullet."


Take part of my Armor script (For finding out when the player takes damage) and add a camshake command.


Regarding the 1-shot-kill with ironsights... that is hardcoded. In multiplayer when you zoom in with anything it's a one-shot kill. It doesn't do this in single player, though.

The one-shot kill option for multiplayer is for non-zoomed shots.


The one and only,


Yearcut
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Posted: 23rd Nov 2009 15:55 Edited at: 24th Nov 2009 11:57
Quote: "@Yearcut:

Well, you could try making a script that hides the player's weapon upon death, and then when they come back to life, have it show the weapon again. I would suggest using the AirMod commands for this, since the Ply's Mod versions of these immediately hide/show the weapon without animation. But... yes, it should be possible."



I tried it but it didn't worked out as supposed!


Lives-3
Health-100

The gun (Sporting from MP6) don't show up upon player's respawn.
If i change "state=1" to "state=0", the whole FPSC GAME .EXE crashes.

Anyone?

EDIT: also tried plrhidegun and plrshowgun but no luck

EDIT: tried to play with it and added state=2 at the end but still not working!

Note: I'm using triggers (my fav)


EDIT: anyone? :?

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Plystire
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Posted: 25th Nov 2009 01:23
It's likely because the engine automatically hides your gun (via unequipping instead of simply hiding it) when you die. My guess is the engine unequipped the gun before your script could, thus the show commands didn't have the information they needed from the hide commands.


I don't have a workaround for this at this time. I'm terribly busy with other things. Sorry.



The one and only,


Yearcut
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Posted: 25th Nov 2009 04:48
@ply Okay so, the engine automatically unequipe the gun, so i just have to show the gun. Will edit after scripting and testing.

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Plystire
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Posted: 27th Nov 2009 02:52
Not sure if it'll work. You'll need to re-equip the proper weapon upon coming back to life.

Btw, your avatar is very distracting.


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Posted: 27th Nov 2009 04:51
HAHA! Your sig is funny!

.cough. I wish I did have the money for this mod. The full screen shaders would be awesome.

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Yearcut
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Posted: 27th Nov 2009 13:59 Edited at: 27th Nov 2009 14:07
@ply I just want to let my silly game users know when it respawns and gun unequips.

So, is there a command to check when player respawns, I want a hud to appear each time the player repawns (Use Scroll to activate your crappy pistol).

Quote: "Btw, your avatar is very distracting."


Changed

Quote: "HAHA! Your sig is funny!"

Quote: "Your signature has been erased by a mod. please make it no larger than 9999999 x 9999999"


That means I had 10000000 x 10000000. Crap! Nickydude erased it and put his statement. I don't know how to make a image smaller than that, SORRY!!!!

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Plystire
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Posted: 28th Nov 2009 00:13
You could make a script that waits until health equals 0, and once it is, have it wait for when health is NOT 0 anymore, then display your HUD.

Much better avatar, btw. Not nearly as distracting.


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A r e n a s
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Posted: 28th Nov 2009 01:18
Is these a limit to the amount of states possible? I have a script which is around 400 - 500 lines long and it seems not to be reaching the 400th lines and beyond. When i move the front part to the back the reverse happens. The entire script is run off state=0 and state=1. I did this script as a mod of the levelsetup.fpi file.

Plystire
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Posted: 28th Nov 2009 01:26 Edited at: 28th Nov 2009 01:32
Holy -- what kind of script are you making??

Uhm.... the max amount of lines you may have in a script in Project Blue/Green is 300. This is about 100 lines shorter than what you're wanting.... but, you'd be even further away with stock (or any other Mod at the moment) since vanilla maxes it out at 150 lines.

But, if you're using PB/G, you may be able to find a way to split it up into 2 (or more, if necessary) scripts and flip between them using "runfpi" and "return".

For example: If you have a hundred lines of JUST creating HUDs... why not put all of that into a different script and call that script from your main script? For explaining purposes, we'll call the main script file "scriptM.fpi" and the script with all of the HUD creation "scriptInit.fpi".

This is what the beginning of scriptM.fpi would look like:


And your scriptInit.fpi would look like this:


That "return" at the end of the scriptInit.fpi basically tells it to go back to the last script that it had been running, which in this case, was the scriptM.fpi

Hope all of that made sense.

If nothing else... just make scriptInit.fpi the main script, and instead of "return" at the end, have it "runfpi" the other script.


The one and only,


Yearcut
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Posted: 28th Nov 2009 06:38
hey buddy, it don't work



any help?

-YearCut

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A r e n a s
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Posted: 28th Nov 2009 15:16 Edited at: 28th Nov 2009 15:19
Can anyone tell me why this code isnt working? The guns are all in the level and the player is holding the scar. The hud i click on is definately the hud 10. Can i reset the huds clicked or something to fix it? My huds are also going into a huds loop of giving the weapon when the player already has it.




Plystire
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Posted: 29th Nov 2009 00:13


Pehraps replace those with the following?



It was my understanding that you wanted it to show when the player respawned.


@Arenas:

What isn't working about it? All I know is that the player has a scar, and they clicked on hud 10... But what are you expecting the script to do versus what it's actually doing?


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ite
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Posted: 29th Nov 2009 00:33
if it works on the built game then why does it say on the forms and on the website that "THIS MOD CAN ONLY BE USED IN TEST MODE ONLY, IF YOU BUILD A GAME IT WILL NOT WORK.PLEASE MAKE A BACKUP OF YOUR FPSC.EXE BEFORE STARTING."

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Plystire
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Posted: 29th Nov 2009 00:38
Sorry for the confusion, ite. That statement is only true for the demo version of PBUM. (Except the making a backup part. You should always make a backup of your FPSC-Game.exe before installing any Mod)


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A r e n a s
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Posted: 29th Nov 2009 15:08
I cant post the whole script because i'd like to keep it to myself, but i have debugged it and can say that it all works as it is mean to. I will include a brief explanation of what happens and what isnt happening.

When you press 'i' the inventory opens up. Then a piece of code checks unlocked weapons and displays them. It then checks weapons in your inventory and shows you what you are holding. All of this so far works like a charm at full speed with no bugs. Now you click on the hud (Im 100% positive that the huds are set up correctly and they work when isolated) and the problem happens with what it does next. It should switch the weapon with the one that you have clicked the picture of. In the case of the script i posted it is the P90 which it should be switched to. The problem is that this doesn't happen and instead your left with exactly the same weapon set up which you started with. I was able to get it working for a brief time, but im not sure how i did it. I think i removeweap=1,giveweap=EAI\P90SE. The reason i didnt stick with that is because i thought that the new weapon would then be in slot 5 (slot 2, 3 and 4 already being taken up). If i was to use that again would it place the new weapon into slot 1? Also, is there a way of removing the numbers from switching weapon? At the moment when i change suit function it changes weapon as well and i would rather it didnt (Alternatively is there a command to replace the weapon 1 button (currently number 1) to another key?).

That was a bit of a big and off the top of my head post. If i have missed something out please ask me for clarification. I also have a lot of ideas on what could be included in the next version of PB which i thought of when creating these scripts.

ite
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Posted: 29th Nov 2009 19:16
oh ok, i knew to back up FPSC-Game.exe,(in fact i think i have 3 ,copies in different places) but i didn't understand the test game part. well im off to buy the full version then! oh hay how much does it cost in American dollars?

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Posted: 29th Nov 2009 19:55
Hey, s4real, this is offtopic but have you seen your downloads section on your forum ? Nothing but spam and pornography

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Posted: 29th Nov 2009 20:08
Yeh, you should clear out all the spam...J/K

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Plystire
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Posted: 29th Nov 2009 22:17
@Arenas:

It sounds to me like you're past the maximum number of allowed lines in your script.

My suggestion now would be to go back and optimize your script so that it uses up less lines. Here's an example using the code you posted earlier:



Change that to:



And you've already saved a few lines. Keep that up for the rest of your script and you might be able to bring it back under the line cap.


@ite:

About $28


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A r e n a s
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Posted: 29th Nov 2009 22:20 Edited at: 29th Nov 2009 22:20
KK, I have optimised it but its pritty difficult to understand. Soon im gonna need to put all 150 of my huds on a single line of code to get it working

Plystire
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Posted: 29th Nov 2009 22:34
Quote: "Soon im gonna need to put all 150 of my huds on a single line of code to get it working "


Did you completely miss my post about this? You should be putting something of that calibre into a seperate FPI altogether.


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A r e n a s
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Posted: 29th Nov 2009 22:46
The thing is that the only fpi which runs all of this fast enough is the setup one in the languagebank. I have tried my health huds with others, in the level and being called on from in the level, and none of those methods are fast enough.

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Posted: 29th Nov 2009 23:03
Removed the link to our website untill we get it cleaned up.

Thanks Bigsnake for the info.

Best s4real



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Posted: 29th Nov 2009 23:06 Edited at: 29th Nov 2009 23:08
I have a very quick question. If you want to set the ammo of a weapon (I have tied the P90's ammo to pnt) would you use the following code:



NB, pnt1 is a save of the variable ammo before you open up the inventory.

NB2, its the last command which is relevant here.

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Posted: 29th Nov 2009 23:44
You should still be able to tell the setuplevel.fpi to run a different FPI script. Since it's still the global script, it shouldn't effect its running speed.

As for the the ammo var; yes, that should work just fine. But you shouldn't need me to tell you that. A quick test run should tell you that.


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Posted: 29th Nov 2009 23:52 Edited at: 29th Nov 2009 23:54
I have run that and its not working. The variables were getting bigger and bigger every time you clicked on the weapon to be added. Ive managed to fix it to a stable ammount now and im gonna see what was going wrong.

Ive also included the hide weapon and show weapon commands in the weapon switching part. It all works smoothly apart from if you are holding the weapon which is removed, when you close the inventory, re-show your weapon, you need to switch and switch again for it to take effect.

EDIT

I force switch weapon command from slot X to slot Y would fix quite a lot of the problems. Ive flicked through the manual but cant find one, but im sure i found one before....

Plystire
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Posted: 30th Nov 2009 00:44
Sounds like you have a bug in your script when setting your pnt1 variable. "setvar" will never cause a value to increase, it will only set the variable to the value you give it, so the problem is obviously lying with how your "pnt1" variable is being set.

Sorry to say, but at the moment, there is no "switchweapon" command. Perhaps you were thinking of the fenix mod command? I believe hockeykid made that while I was helping him.


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A r e n a s
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Posted: 30th Nov 2009 01:08
Perhaps you could get it from him I'll be a bouncer Heres another problem im having with the ammo commands. It all seems to be set around setting the ammo. These commands are designed to set the G36C, G22, M249A, Scar and P90 ammo totals, but they have no effect. The gunspec variable has been changed as i have just checked.



The variables don't need to be treated like player health and have the $ sign do they? Or do they need the % sign? Or do then not need any?

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