Quote: "I know someone is probably going to tear into me saying "you're your own limit, not the program""
Actually, I don't think that applies in FPSCs case
[/joking] FPSC is very flexible with a mod.
I'll go through your list one by one.
"Can you incorporate a leveling system?" - I assume by this you mean in campaign. It is possible, but only with a mod such as Project Blue. Project Blue provides you with a load more conditions and actions to play around with, as well as variables. Leveling can be achieved quite easily, and leveling up could bring certain benefits to the player such as increased accuracy, health, speed, jump height, or damage. Here is an example script (which will ONLY work in Project Blue). I have commented the necessary areas:
PUT THIS SCRIPT IN A TRIGGER ZONE (This will give the player bonuses for leveling)
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;Creates the variable "plrlevel" and initially sets it to the value "1"
:state=0:dimvar=plrlevel,setvar=plrlevel 1,state=1
;If the player is level 1, his speed + damage will be default
:state=1,varequal=plrlevel 1:plrspeed=100,plrdmgmult=1
;If the player is level 2, his speed + damage will increase
:state=1,varequal=plrlevel 2:plrspeed=110,plrdmgmult=1.1
;And if the player is level 3...
:state=1,varequal=plrlevel 3:plrspeed=120,plrdmgmult=1.2
;etc.
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Now put set this script below as the destroy script for the enemy (by right clicking it, selecting destroy, and navigating to the script).
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:state=0:state=1
;if the enemy is killed, change the player xp by 1
:state=1:addvar=xp 1,state=2
:state=2:state=2
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Put this script into another trigger zone. This is what will detect if the player has killed enough enemies to level up.
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:state=0:state=1
;Creates variable xp and sets it to 0
:state=1:dimvar=xp,setvar=xp 0,state=2
;Checks if xp is 10. If it is, the player gains a level and the xp is reset.
:state=2,varequal=xp 10:addvar=plrlevel 1,setvar=xp 0
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And you should have a pretty good level system going! If you want the player to visibly see which level he is at and when he levels up, download Nickydude's Community Guide to FPSC (Stickied at the top of FPSC Chat) and you should be able to work out how to display HUDs.
Number 2 - Ingame Shops
In-game shops are definitely possible, and there are already examples available on how to do it. To help you along, you'll need something like this (once again, it will only work with Project Blue):
(in a trigger zone)
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:state=0:state=1
;Creates the cash variable and sets it to 0
:state=1:dimvar=cash,setvar=cash 0
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(in enemy destroy script)
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;When an enemy is killed, give the player 100 cash
:state=0:addvar=cash 100
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For the shop itself, you will need to create an entity which detects if the player is close enough, and if he is, display a HUD showing the price and which key to press to buy it. Now if the key is pressed, the game checks if the player has enough money, removes the money from the player, and then gives the play the item. Here is an example below:
(This would need to go into the item which you would like the player to buy, for example a weapon. Once again, this will only work in Project Blue). This will not work if you simply add in the script - You would need to add the HUDs which the script asks for. You can find out how to do this in the community guide.
Conjured also created a money system for stock FPSC, so it might be worth looking at that before investing in a mod.
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;This initializes the HUD. It specifies to the engine where the HUD is and how it should be displayed, and what name is used to reference it.
:state=0:hudreset,hudx=50,hudy=20,hudimage=gamecore\huds\item1.dds,hudname=item1,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=20,hudimage=gamecore\huds\itembought.dds,hudname=itembought,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=20,hudimage=gamecore\huds\notenoughcash.dds,hudname=notenoughcash,hudhide=1,hudmake=display
;If the player is within 40 units, show the hud "item1"
:state=1,plrdistwithin=40:hudshow=item1
;If the player is further than 40 units, hide all HUDs
:state=1,plrdistfurther=40:hudunshow=item1,hudunshow=itembought,hudunshow=notenoughcash
;If the player is within 40 units, pressing the E key, cash is greater than 1000, then give the player a Law weapon and remove 1000 cash and show the itembought HUD
:state=1,plrdistwithin=40,scancodekeypressed=18,vargreater=cash 1000:subvar=cash 1000,giveweap=modernday\law,hudshow=itembought
;If the player is within 40 units, E key is pressed, but the play has insufficient cash, then show the notenough cash HUD
:state=1,plrdistwithin=40,scancodekeypressed=18,varless=cash 1000:hudshow=notenoughcash
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Number 3: Cell-shaded character and object models and environments
I believe there IS a cell shading shader available, but it is not currently compatible with FPSC. However, Project Blue does come with some great screen shader effects such as Black and White, Motion Blur, and Bloom. If you are desperate, you can just give every object a shell shaded texture.
Number 4: Multiple deaths for bad guys
Once again, it is possible, but you would need to animate the deaths yourself. I'm no expert in animation and modelling, so I'll keep this brief. You'll need to find a copy of the FPSC skeleton on this forum (or import one of the character's .x models) and reanimate as you wish. You will then need to specify the new animations in the character's .fpe file (like a script file, except contains character information such as health). More information is available in the community guide.
Number 5: Can you create a death counter once bitten by a zombie?
Yep. This can be achieved using HUDs, and is possible using standard FPSC, however it will be easier with Project Blue. I won't write a script out for this one, but in English instead as it is quite simple once you get the hang of it:
If the player is hurt by a zombie
Show HUD deathtimer60
Wait 1 second
Show HUD deathtimer 59
... (Skipped for brevity)
Show HUD deathtimer 1
Set player health to 0
Number Six - Can you switch into a 3rd person view?
Yes, once again using Project Blue. You can also drive vehicles in third person, and there is a script on the forums produced by plystire which will allow you to do this. Look for a guy called Kravenwolf, and see his posts about his third person tests and videos. I'm sure he'd be glad to lend you a hand.
Number 7 - Cutscenes
Possible using a variety of techniques. You can either:
-Animate the cutscene using a modelling program and record it, and play the video in FPSC
-Use waypoints to make characters walk and script the cutscene while recording it, then play it as a video
-Use waypoints to make characters walk and script the cutscene and let it play in game
Number 8 - In game voices
Yes. Save the files as a .wav file, then add this sound to a sound zone. Right click the sound zone and add the sound file to the properties, and when you walk through the zone, the sound will play. For actual character voices, you will need to go into the characters script to decide when to play it, for example:
:state=0:state=1
:state=1,plrdistwithin=50:state=2
:state=2:sound=$0,state=3
:state=3:state=3
This script will play a sound file when the player is within 50 units of it.
Number 9 - An originally designed menu screen and extras you can decide on for yourself?
Once again, you can. If you go to file>build game>level settings, you'll see a button near the bottom saying "Edit loading screen". Click that, and you can change everything from the background image, music, loading bar, and loading bar position.
Number 10 - Can you import your own 3D objects into FPS Creator?
Yes. Go to www.fpscreator.com, they have a program which can turn .X files into working objects or characters.
If you need anymore help on basic things, such as script formats etc. let me know.
I recommend you do the following if you enjoy FPSC:
-Buy Project Blue UM
-Download the community guide
-Buy some FPSC Model Packs
-Learn how to script
-Download FPI Editpad
Hope this post helps you!
P.S. I wrote these scripts quickly without checking, so no doubt someone will find a small error or two, but they should work for the most part.
FREE FPSC Billboard Pack: http://forum.thegamecreators.com/?m=forum_view&t=160850&b=24
Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21