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FPSC Classic Product Chat / how can i make a cash mod and a kill counter

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bloodwolf827
15
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Joined: 29th Jun 2009
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Posted: 25th Aug 2009 01:39
please help

Your signature has been erased by a mod - offensive
nikas
15
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Joined: 23rd Apr 2009
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Posted: 25th Aug 2009 02:18
ehhh there is a cash system around and a kill counter here dont expext us to teach you how to mod....this is way to many things for someone to teach...

Mr Bigglesworth
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Posted: 25th Aug 2009 02:33
If you want to make a mod, you should know dbPro enough to do it yourself.
Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 25th Aug 2009 02:38
You cant make a mod without knowing any dpPro, If you dont know anything about dpPro then you need to download it and then learn it

Im learning at the moment, I find it easier then c++

Join the forums and download fpsc games here:
http://fpsc-games.webs.com/
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Doomster
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Joined: 8th Nov 2007
Location: Germany
Posted: 25th Aug 2009 15:47 Edited at: 25th Aug 2009 15:48
Cash and a kill counter already are possible, there's a specific reason that people should just learn the FPI Language, it isn't just a 'lil, unimportant feature thingy... it's there to allow you to create new features that aren't available with the stock scripts and to make your game special.

Just grab a few scripts, read every line attentively and try to understand what's going on there... the great Tool "FPI EditPad" from Flatlander (thanks for releasing this tool freely, dude!) will help you to understand, and to learn it.

Trust me, you won't be disappointed once you've learned the script-language!

-Doomster

Red Eye
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Posted: 25th Aug 2009 16:41
Quote: "Im learning at the moment, I find it easier then c++"


WOW. I supposes everyone is differet,

C++ is really 100 times easier for me.


chidem
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Joined: 13th Jan 2009
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Posted: 26th Aug 2009 12:34
http://forum.thegamecreators.com/?m=forum_view&t=130281&b=24

Here is the Cash system that Conjured came up with - it is really fantastic and robust. Before I confuse you - download this script pack, install, follow the instructions and play about with it a bit. Once you have the cash system working, read on:

To add a kill counter simply save each of the main scripts in a new folder and in the scripts alter the global variable (variables 1 and 2 are used for the cash so my advice is to simply change variables 1 and 2, to 3 and 4 in the new scripts). You will also need to adjust the position of the HUD in the new set of scripts otherwise the kill counter will simply land on top of the cash counter. Just increment the X value by about 10 - I think that should do it.

When the new scripts are edited (this is actually really easy to do once you look through them) you need to impliment them in exactly the same way as the original cash system (don't worry, the link at the top has good instructions). Just remember to a) change the name of the entities your main scripts are attached to (they are called cs1, cs2, cs3, etc - change them to something like va1, va2, etc). And in the IF USED field of these entities remember to also update the name of the next script to be employed (In entity cs1 the IF USED section says cs2. In va1 change the IF USED value to va2). The last thing you need to do is edit one of the destroy scripts that gives the player money when they kill an enemey to instead incremenet the kill counter.

If you download the cash system and look at a few of the scripts I think you'll be able to figure this out on your own. Just remember that the six main scripts don't control the actual variable but instead control the HUD that shows them - the variables are actually manipulated in the smaller scripts, such as the buy weapons script or destroy (and award cash) script. Hope this helps

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