Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / [LOCKED] RPG Mod by Olive Tree Games

Author
Message
Apple Slicer
17
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 13th Aug 2009 20:52
Wow. Thats EXACTLY what we did back in Wizmod. The idea didnt fly too far after we got involved in other things.

You have the ability to change the text color and background, right?

(Sorry if you said, i rushed)

~Wizmod and Apple Juice Owner/Deverloper~
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Aug 2009 20:56
Most everything allows for different text styles. However, I'm not sure I have incorporated it into the question prompt. Just worked out the logic. I do have that capability for chat, however; although, I haven't tested it yet.

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
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Aug 2009 22:18 Edited at: 13th Aug 2009 22:20
Here we first type in an answer that is not expected and then the response.





Now we type in an answer that we want to answer and the response.





This is the response if we leave and come back without the battery.



Edit:
The next post shows what happens when we go get a battery.

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
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 01:55
I tweaked the chat sequencing so that there can be more than one possible player input text for each character. I will show a series of images showing this later.

Right now I'm working on what I can do with the active weapons.

-----------------------------------------------
Apple Slicer
17
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 15th Aug 2009 02:08
Terry, if that is your Signature image, you may want to change it...its waaaaaaay to big i think.

~Wizmod and Apple Juice Owner/Deverloper~
Seth Black
FPSC Reloaded TGC Backer
21
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 15th Aug 2009 02:16
...progressing very nicely, F l a t l a n d e r!

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 06:42
Hey Seth, I think I will take you up on some icons. Will let you know. A weapons icon will be for starters as this is going to be hard-code for weapons inventory.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 07:21 Edited at: 15th Aug 2009 07:22
Apple Slicer, I didn't see any image size restrictions. My in-game images are much larger. However, I made it a tad smaller just for you.

Edit: Or maybe not. Not sure why it looks the same size. I uploaded a smaller one.

-----------------------------------------------
Apple Slicer
17
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 15th Aug 2009 07:22 Edited at: 15th Aug 2009 07:23
thanks, and

Oops, that too.

I was talking about your signature. the olive trees FPI edit pad one...

sorry


This one:
http://www.olivetreegames.com/FPSC/fpi_editpad.gif

~Wizmod and Apple Juice Owner/Deverloper~
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 07:27 Edited at: 15th Aug 2009 07:49
If you look it profile there is no signature image restriction size on the profile page. There is a restriction to the amount of characters but you don't know that until you try to add too many characters. Anyway, that's the one I tried to make smaller. I uploaded a smaller one but it ended up being the same size. Let's see if this one is smaller.

Edit:

Yup smaller. I had to rename the image so I guess the web programming had copied it to the server and used the old one.

-----------------------------------------------
Apple Slicer
17
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 15th Aug 2009 07:29 Edited at: 15th Aug 2009 07:30
Quote: "Remember, all forum sigs must be less than or equal to 600x120 in side. Also keep the file sizes as low as possible by using .gif's, .jpeg's, or even .png's, but abosultely no .BMP's!"


http://forum.thegamecreators.com/?m=forum_view&t=76467&b=2



Man, I feel like a jerk!!

Just that you can only have it 600X120....

~Wizmod and Apple Juice Owner/Deverloper~
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 07:49
Who reads forum rules?

Oh well, I'm still too high (y axis) at 210. They want it at 120 so I guess I'll forget it for now. You can't read it that small.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 08:01 Edited at: 15th Aug 2009 08:03
I might as well post something useful. It took me all day to figure out all the weapon data. I can now dipslay all the weapons that are in the weapon slots and using the mouse you can select a weapon this way. Of course if you are in the heat of battle you will want to still use the other ways to select. But, this is just a learning experience so I can hopefully do more with the weapons. (Not the stuff airmod had done) Using the weapons as part of the inventory. Hopefully I can get it to where it will be easy to buy, sell, or trade weapons. We'll see.




Edit:

Oh and the ability to have a weapon damaged and then not usseable. I suppose one could select it then for repair or something.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Aug 2009 11:39 Edited at: 15th Aug 2009 11:51
I have now figured out how to damage the current weapon (the one that is being held). This makes sense because it is most likely the weapon that is damaged. Once it is damaged nothing happens when you click the left mouse button. It doesn't fire. There is a command called "rpg_damage_currentweapon" that can be put into the script at the most opportune time; well, most inopportune time I would say. There will be a command rpg_fixweapon. Also, bringing up the weapons inventory as shown above and selecting the damaged gun will allow you to fix it if it is damaged.

I still haven't made the images for the more sophisticated example of talking with a character yet. Hopefully will get to it soon.

I found a problem with the original source code when you want to set the text background opaque and use a different color for it and the text. It works fine without weapons in the game but as soon as you place a weapon in the game (can be just on the ground) it will set the text background to opaque and use the background color. It will set the text color though and that can be a problem. I have figured out a work-a-round for this but have to implement it now before I create those images.

I hope you guys don't mind such long posts but I'm also using this as notes to me as well.

Edit:

The damage works with the xbox360 controller as well for firing the damaged weapon.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 16th Aug 2009 06:20 Edited at: 17th Aug 2009 07:56
Click the download button for the current commands document.

Click here to download a zipped example video. (13.1 MB)

What's on the video? It is an example of a conversation with a character. Also you will see a weapon become damaged and useless and so the player has to pick up another weapon during a shoot out. You will also see the weapons displayed, however, nothing can be done with them at this time.

This is the next thing I will be working on. Until then.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 17th Aug 2009 08:09 Edited at: 17th Aug 2009 08:17
Click on the download button for example scripts for the above video example. The three setup files, character conversation and a trigger zone that damages the weapon player is holding.

You will notice that I have an entity timer. I was using this as a delaying tactic so that the weapon is fully hidden before we continue. However, I have created a new command that is more suited for delaying tactics. It is called: rpg_wait4time. This can be used anywhere and can replace the rpg_entitystarttimer command. All you need to do is supply the milliseconds. In this case it probably would look something like this: rpg_wait4time=500.

-----------------------------------------------
Hockeykid
DBPro Tool Maker
18
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 17th Aug 2009 08:34
Good job on this.

BTW emailed you back.

Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 17th Aug 2009 14:12
Nice video Flatlander, breakable weapons is incredibly cool to have in an RPG.

I also like your question system. Does that look for keywords in the questions? If so what would happen if you typed in two different keywords in one sentence?

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 17th Aug 2009 18:24
Thanks hockeykid and Thraxas.

In response to Thraxas' question but for everyone interested.

If you downloaded the examples you should be able to glean from them how it was done. (I use glean for a reason ). Anyway, I will try to briefly explain it here. The following code contains the two possible responses that are needed.



You will see that they are set up separately. This helps in identifying which one was used. The keywords for one possible response are: where-key-locked-door-unlock. The other possibility: can-open-locked-door-unlock.

You will notice that there are 3 words that are the same. This in itself can be a problem. Also, as you had mentioned if you use a keyword that would make either one correct would be a problem. So, I have allowed different methods for finding the correct response. The main setup command is: rpg_playerinput_totalnumbercanmatch=. This is required and includes all of the keywords. If all match then it is a definite match. However, most of the time you may not need all to match; especially if you don't have more than one possible response to look for. So you can have this command: rpg_playerinput_minimumnumbercanmatch=. You have five possible keywords but only so many (say 3) need to match. However, what if you have more than one possible response. You need to narrow it down even further. That's where this command comes into play: rpg_playerinput_keywordsmustmatch=. For one response to match the keywords "where-key-door" must be provided. For the other response to match the keywords are "can-open-door". You notice I required the beginning of response question (where or can). This forces the player to at least write a sentence. And of course if he gets it wrong by just putting in a couple of words this will force him to pretty much use complete sentences. I knew that I didn't have to but in testing I try to come up with variations. This helps me create the keywords.

So, as you can see, much thought will have to go into creating dialogue. I hope I have created it so that it can be as simple or as complex as you like.

There is even a more complicated way of creating AI for dialogue. However, I believe it is beyond the scope of what we want to do here.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 17th Aug 2009 18:38 Edited at: 17th Aug 2009 18:39
So that my above post doesn't look too tedious (although it already does), I wanted to make a comment (in a separate post) about the gun damage message in the video.

First, I wanted you to know when the gun was damaged so that you can get a feel for the fact that the pistol wasn't working anymore and had to pickup the other weapon. I use a text prompt rather than a hud and this means I either had to make it wait until a key was pressed or if so many milliseconds had gone by before continuing. This is needed to keep the message on the screen otherwise it would just be a blip. So, if one would want to notify the player about weapon damage then you should use an image hud instead. This way you could even make it fade away. I realize it is not a good thing to have frozen action in the middle of a shoot out. That is why all of the RPG stuff will need to take place during the "quiet times" of the game. Otherwise if you code it while the game is in progress you would have continually refresh everything. That will almost certainly cause a slow down in frame rate. Also, you don't want the player to be moving around while he is trying to talk to someone.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 20th Aug 2009 07:11 Edited at: 8th Oct 2009 22:06
mistakenly deleted

-----------------------------------------------
OliveTreeGames
Hockeykid
DBPro Tool Maker
18
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 20th Aug 2009 07:17
Flatlander do you think we could work out what I emailed you about?

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 20th Aug 2009 07:30
hockeykid, I'm still open to discussion. I just am really concentrating on getting this mod done. I've been working full time plus on this since May and I'm ready to see an end to it. I have over 10,000 lines of code written. The people whom I will be developing the educational games for are getting anxious as well.

-----------------------------------------------
Hockeykid
DBPro Tool Maker
18
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 20th Aug 2009 07:41
Quote: "hockeykid, I'm still open to discussion. I just am really concentrating on getting this mod done. I've been working full time plus on this since May and I'm ready to see an end to it. I have over 10,000 lines of code written. The people whom I will be developing the educational games for are getting anxious as well. "


Do you happen to have any kind of instant messenger? (It would be easier to talk).

Seth Black
FPSC Reloaded TGC Backer
21
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 20th Aug 2009 16:24
Quote: "Hey Seth, I think I will take you up on some icons. Will let you know. A weapons icon will be for starters as this is going to be hard-code for weapons inventory."


...most certainly.

Please check your email box.

In regards to a weapons icon, could you elaborate as to what exactly you're after? I'll monitor my email box.

Apple Slicer
17
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 21st Aug 2009 07:57
FLATLANDER,

although it appears you dont want a merge, would you mind having Wizmod and the Apple Juice source code? Free...

Dont want anything out of it. Figured I would just drop it off.


Anyways, good luck with your lil' mod.

~Wizmod and Apple Juice Owner/Deverloper~
Game Creating Community
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 21st Aug 2009 10:50
Quote: "Anyways, good luck with your lil' mod."


lil'

Sent you an email, if it's still good.

-----------------------------------------------
teamhalo
20
Years of Service
User Offline
Joined: 6th Nov 2005
Location: florida
Posted: 21st Aug 2009 20:14
Wow this looks really tight flatlander
i have a question though.
Wouldn't it be better if instead of a user entering a question, you have a list of questions that you can ask? because if a user doesn't not enter the proper keywords it could get pretty frustrating.
and also have you thought about enabling a response variation system? like the creator would write up lets say three different responses for no,yes, etc, and it would rotate between those?
just some suggestions.
Great Work.

Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 22nd Aug 2009 01:13 Edited at: 22nd Aug 2009 01:14
Quote: "Wow this looks really tight flatlander"


It is very good.

I was playing around with it yesterday and made a quest where you had to ask everyone in the town about a character you were looking for. All of the NPCs had a different response, and the character didn't appear until you had spoken to the correct person.

I made a couple of scripting errors along the way but managed to work them out. As long as it's clear what people's objectives are at all times then I don't see keywords being a problem. Obviously if the player doesn't know what they are supposed to be doing it could then it could be a problem.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Aug 2009 01:44 Edited at: 22nd Aug 2009 01:52
Good to hear Thraxas and thanks for testing. That sounds like one great way of using this.

I'm making the keywords even more tighter in some cases it might be needed. Using the rpg_playerinput_keywordsmustmatch setup action I'm allowing or conditions as follows:

the keywords:
rpg_playerinput_keywords=where-key-open-door-unlock-opens

total numbers that can match:
rpg_playerinput_totalnumbercanmatch=6

minimum number can match
rpg_playerinput_minimumnumbercanmatch=4

keywords that must match
rpg_playerinput_keywordsmustmatch=where-key-door-open|unlock|opens

The last setup action is what I want you to look at. You see that there can be keyword groups which are separated by "-" If there are more than one keyword in a group it is separated by "|". You can think of the "-" as "and" and the character "|" as "or". When it gets to a group that has more than one keyword, it will check each keyword in that group. Since it is or'd then any one of those keywords will match. You also have to make sure all of the possible keywords are in the first action setup command.

Oh, btw, teamhalo, thanks for the response.

Addendum:

The sentence the player puts in could read:

where is the key that opens the door

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Aug 2009 02:04 Edited at: 22nd Aug 2009 02:04
I just wanted everybody to know that I have not given Thraxas any special instructions on how to setup the system and script it. At least I don't remember doing so. The only thing he had was the documentation.

So, this tells me it is possible to write script without too much to go on except one's own experience.

If I decide to sell this (through the store), I will make sure and create some documentation that has more detail and will have script templates that goes with it. However, if I decide to give it away free, I will not do anymore than I already have.

Comments on this anybody? A vote on free or buy? Probably $20.00 US dollars. I know kind of expensive but writing the documentation is more time consuming than I want to put into this and I've already put in a huge amount of time just writing and testing (lots of time testing!) the code. I haven't kept track but a good guess is over 400 hours. Might even be over 500.

-----------------------------------------------
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 22nd Aug 2009 05:08
Quote: "I just wanted everybody to know that I have not given Thraxas any special instructions on how to setup the system and script it. At least I don't remember doing so. The only thing he had was the documentation.

So, this tells me it is possible to write script without too much to go on except one's own experience.
"


Apart from it seeming a bit overwhelming at first, once you get used to it, it's not too bad. I studied your example scripts to see what you had done, and then through some trial and error got everything working how I wanted. The example scripts you give, give enough information to get everything working.

If you want to use this mod you ARE going to have to script, but it does make doing certain things so much easier. The text boxes are so useful, if I make a spelling error in a script, then I don't have to recreate an image to fix it. I just open the script, make the changes and save.

I'd pay $20 for this without hesitation. If you decide to give it out for free I think you should set up some sort of donation option as I would personally like to thank you for the hard work you've been putting into this.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Aug 2009 21:54 Edited at: 22nd Aug 2009 21:55
Thanks for the feedback Thraxas.

I looked at the possibility of "moving cloth" physics for banners/flags. Seemed kind of appropriate for RPG. However, this could be pretty involved because of all of the hard-coded stuff that needs to be worked around. The same with particles. So, I am going to put this off.

So now I'm going to work on the save/load stuff that needs to be done. Hopefully I can add some more stuff for saving and loading that Lee had left out. Also I will be beginning a new round of complete testing, debugging. Shouldn't be too much tweaking that needs to be done, however.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 26th Aug 2009 22:31
Finished mod including the save/load code. I have everything I want in the mod at this point. However, this does not preclude any further additions.

Now onto some more vigorous testing.

-----------------------------------------------
Apple Slicer
17
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 27th Aug 2009 00:36
Hey,

sorry, i have been gone a while. I sent you all of my latest work.

Good luck Terry.

~Wizmod and Apple Juice Owner/Deverloper~
Game Creating Community
Alt Schule
19
Years of Service
User Offline
Joined: 19th Apr 2007
Location: In Your Mind
Posted: 27th Aug 2009 18:42
Fine work this is.


nikas
17
Years of Service
User Offline
Joined: 23rd Apr 2009
Location:
Posted: 27th Aug 2009 18:53
Alt Schule:is this from district 9?

Alt Schule
19
Years of Service
User Offline
Joined: 19th Apr 2007
Location: In Your Mind
Posted: 27th Aug 2009 18:56
Home sweet home correct you are.


Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 28th Aug 2009 05:10
Quote: "Fine work this is"


Thank you. Are you a cousin or brother of Yoda?

Is district 9 a game?

I have been going through all of the commands one at a time. So far, I've fixed a couple and tweaked a thing or two. Also, I really want to figure out how to make sure that the door remains open or "available" to go through once it has been "unlocked" by means of a answering a question correctly or having the correct password. It took several hours of digging (both in code and in my head) and finally came up with a solution. It might be temporary as it requires two more commands. I would like to make it easier. But this works. So it will be for now.

I have more commands to go through so will say bye for now.

-----------------------------------------------
nikas
17
Years of Service
User Offline
Joined: 23rd Apr 2009
Location:
Posted: 28th Aug 2009 05:36
district 9 is a kick as movie...hehe http://www.imdb.com/title/tt1136608/

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 29th Aug 2009 08:37
I'm working on a demo. This will also serve as a sort of tutorial with all the scripts that are involved in the tutorial.

Not sure how many will be able to download a small level; but will upload it anyway, soon. Will post the url when it's ready.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Aug 2009 12:24 Edited at: 31st Aug 2009 12:26
I have finished the mod, except for one more thing. I want the developer to be able to have the player go to any level according to the developer's design. This may or may not be difficult to do. I have the save/load basically finished but this will test it to it's fullest. This means I have to create at least two levels if not three. I hope there will not be any hang ups.

This mod contains:

A fairly sophisticated inventory system. You can buy, sell, trade, use or drop inventory items. You can use the stock drop and pickup commands along with the inventory drop.

A cash system that allows for up to 7 monetary funds.

A text system with a "built-in" yes/no prompt, a "built-in" question and player answer input feature, a quick text feature where the developer can put in text without having to place it in the setup files, texting that is specific to an entity which does not have to be a npc entity, and a semi-sophisticated chat sequence between npc and player. The chat sequence has limited AI to it and the keyword checks can be very tight or not very tight at all.

There are around 95 commands to use along with the above systems. There are 8 weapon action commands which 3 of them are airmods. There is a drop current weapon which is not holstering or hiding the weapon but losing completely where it is no longer in the weapon inventory. There is a command to sell the current weapon. A command that goes with this is the amount of for it to be sold at. However, there is another way to do this and it is a matter of negotiating with a npc in selling the weapon. I did not include a command to buy a weapon, however, there is a way that this can be done using stock commands. I might include some kind of command or two to make that simpler. Two other commands are for damaging a weapon and repairing the weapon.

I am almost finished with the demo.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Sep 2009 08:01 Edited at: 2nd Sep 2009 08:05
I'm not finished with the demo, however, I'm going to post up some videos in the meantime. This first set of videos show interaction between an npc who repairs weapons and the player. This shows how you can have different responses by the npc depending on certain variables such as coming up to him without a weapon, one with a weapon that doesn't need repaired and one with the weapon that needs repaired. We also will see another npc who has another role and that is of buying weapons. Another video later will show the actual transaction. One of the videos here will also show the need to enter a password and that it is case sensitive. Click on the links below to download the videos. There are zipped even though that did not really save an a lot.

demo01 - 2.8 MB

demo02 - 3.0 MB

demo03 - 5.4 MB

You could also have this npc sell his services but in this scenario he's repairing the weapon for free. In a couple of other videos you will see some selling of the players assets.

-----------------------------------------------
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Sep 2009 08:22
Two more videos. One is the player selling their weapon and the other is selling an inventory item. This is one way that the player can get money. However, as in a RPG, you might sell something and then need it later. Such as selling the only weapon you have and then needing it to fend off a bad guy.

demo04 - 2.14 MB

demo05 - 2.19 MB

The next video will be a chat sequence where the player is trying to find out information.

-----------------------------------------------
GraPix
User Banned
Posted: 27th Sep 2009 10:38
Why had you deleted condition and action list from your first post? I havn't read all the pages through!

RedneckRambo
19
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 7th Oct 2009 06:01
Downloaded your MOD a while ago but I just got to messin' around with it. I'm having Thraxas help me out with it because I'm pretty terrible at scripting, but I must say, this MOD is absolutely amazing. The things that you can do with it are crazy awesome.

Definitely my favorite MOD. Amazing job dude.

Signature's are stupid.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 7th Oct 2009 06:18
Thanks, man. Also, thanks to Thraxas for helping you.

You have an older version. Wait until you get the final version. The final version contains a new feature/system. Clues. You can now have a total mystery game. Or, just use it to enhance your role playing game.

@GraPix,

I'm sorry I deleted some stuff. I'm just a little disheartened by the lack of enthusiasm for this mod. Even if Fenix gets some of it incorporated into his huge mod, there are only a couple who are enthusiastic about it.

Eventually, I will be uploading the final version (not too long now). Also, if you download the newest version of FPI EditPad you will have some extra features for RPG Mod.

Click the download button to get the command list and help files that include RPG Mod stuff. There's lots of 'em. Be sure to put them into the folder where the exe file resides.

-----------------------------------------------
OliveTreeGames
tschwarz
21
Years of Service
User Offline
Joined: 13th Feb 2005
Location: 127.0.0.1
Posted: 7th Oct 2009 06:59
just read this whole thread, didn't know you were working on a mod . . even though you mentioned it to me. I guess it didn't register! But, must say this is something I am really interested in. Kind of game / genre creation I like. Bookmarked it so I can keep up with it now. quietly says "Master" and backs up slowly.
RedneckRambo
19
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 7th Oct 2009 07:06
Quote: "You have an older version. Wait until you get the final version. The final version contains a new feature/system. Clues. You can now have a total mystery game. Or, just use it to enhance your role playing game.
"

Yeah Thraxas was telling me about that. That's freakin awesome.

Quote: "I'm just a little disheartened by the lack of enthusiasm for this mod"

It is pretty sad to see the lack of enthusiasm for this MOD. Most people around here can't really script it seems though. I can't script for crap which is why I just got around to using this MOD. I'm sure if you had a bunch of scripts already made for users you'd be getting a lot more attention. Or add a speed increase or something. Also it is an RPG mod and most are making FPS games too so they just only want speed increases and what not.

I personally think the talk boxes alone are worth using this MOD though lol. I'm trying to make an RPG which is why I'm using this MOD, if it wasn't for this MOD, I wouldn't be able to make one.

This is exactly what people need to have if they're making an RPG.

Don't be disheartened by the lack of attention or enthusiasm. This mod is exactly what is need to make an RPG with FPSC. It's definitely my favorite MOD and I've only been using it for two days.

Signature's are stupid.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 8th Oct 2009 22:16
See the first post for a download for the mod and extras for FPI EditPad. Also to see a more detailed explanation of what the mod does.

-----------------------------------------------
OliveTreeGames

Login to post a reply

Server time is: 2026-07-22 10:52:24
Your offset time is: 2026-07-22 10:52:24