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FPSC Classic Scripts / asking for help, something wrong?

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lotgd
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Posted: 27th Jun 2010 04:13
have a problem with 2 simple animation, show only second animation I hope there is some expert who can help.



Shadowtroid
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Posted: 27th Jun 2010 04:16
Is there anything setting it to state 10? Like a state=0:state=10 thing?

Because all scripts start out in state 0.

lotgd
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Posted: 27th Jun 2010 04:27
because if I put my state = 0 crashes fps creator, I'm putting this code in setuplevel, I have to put in a trigger zone? but if it is just how it is structured? (Apart from the state 10)

Flatlander
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Posted: 27th Jun 2010 05:49 Edited at: 28th Jun 2010 02:08
Here's how I did the animated frames you had graciously made for me. This actually goes into the main AI of my NPC.



[Deleted because it was stupid of me to say]

lotgd
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Posted: 27th Jun 2010 06:15 Edited at: 27th Jun 2010 06:21
for F l a t l a n d e r "English do not understand almost anything, if Google Translator, makes his job very well understand, otherwise go to interpretation: D really even now I can not understand how to place that photo in the first seven frames"

for my problem, I tried to put the script as a trigger zone, but does not work:



what I'm trying to do is this, and according to the energy to change the animation (style resident evil 3)
http://www.youtube.com/watch?v=RWQyKnZo580

Flatlander
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Posted: 27th Jun 2010 06:55
I'm not sure I would be able to explain it to you without getting it translated.

ctm
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Posted: 27th Jun 2010 11:37
Maybe the problem is that to many conditions are true at the same time.
Lets take 3 lines and take a look at it:
Quote: "
:state=3,timergreater=1:hudreset,hudshow=ani1,hudunshow=ani20
:state=3,timergreater=51:hudreset,hudshow=ani2,hudunshow=ani1
:state=3,timergreater=101:hudreset,hudshow=ani3,hudunshow=ani2

"


After 0.001 seconds the conditions in line 1 are true
After 0.051 seconds the conditions in line 1&2 are true
After 0.101 seconds the conditions in line 1&2&3 are true

I think that cannot work.

There are 2 possible ways to avoid that.

The first one is a timerstart in each line:


The second one is a state change after every hud change:


Or both, timerstart and state change (like in the script which Flatlander postet):

lotgd
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Posted: 27th Jun 2010 12:59 Edited at: 27th Jun 2010 13:27
many thanks, I do a little testing, hopefully good ...

Edit :
not working on any of the ways writing thanks also to both

Shadowtroid
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Posted: 27th Jun 2010 13:50
ctm is right, however the only way to get around it is with a timerless command. Which, sadly, only exists in Mystic Mod for X10.

But we CAN use it with a variable. Try this:



In case you care what I did, I tied the timer to a variable. This way I could have more control over checking is value.

lotgd
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Posted: 27th Jun 2010 14:32
not function, many thanks for the help

Conjured Entertainment
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Posted: 27th Jun 2010 23:45 Edited at: 28th Jun 2010 00:13
:state=1,plrhealthless=499,plrhealthgreater=250:state=7       (498 to 251 = true)
:state=1,plrhealthless=249,plrhealthgreater=1:state=8       (248 to 2 = true)

Above is stuck in state=1 at values 500 or 499 or 250 or 249 or 1 ... Try changing to ...

:state=1,plrhealthgreater=249:state=7
:state=1,plrhealthless=250,plralive=1:state=8

...now no valid value will be stuck at state=1 because the first line is handling numbers 250 and above, while second line handles 249 to 1.
The only value stuck in state=1 now is 0 and we want that to stop animation when the player has died.

ALSO

:timergreater=50:addvar=1,timerstart

Should be ...

:timergreater=50:incvar=1,timerstart

   Conjured Entertainment

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lotgd
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Posted: 28th Jun 2010 12:31
no, I did all tests possible and imaginable, but does not work, only using this



you can not see a single soul, when change was not displaying the other.

As this code is convoluted!

Shadowtroid
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Posted: 28th Jun 2010 13:38 Edited at: 28th Jun 2010 13:39
Thank you CE, I didn't test it.

Though I think plrhealthless= also checks for equality...That could have been variables though...I dunno, FPSC is inconsistent like that.

Try this:



lotgd
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Posted: 28th Jun 2010 15:44 Edited at: 29th Jun 2010 09:49
works almost
she goes, then freezes, sometimes restarts some not, some tests will not start its animation, try again, then I say, thank you

Shadowtroid
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Posted: 28th Jun 2010 16:37
Alright, I'll test it when I get a chance.

Conjured Entertainment
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Posted: 28th Jun 2010 19:11 Edited at: 28th Jun 2010 21:23
I'll try playing around with it too, but I probably won't use the variable.
Thanks for the frames so that we can test our suggestions before making them.

EDIT

I'm making progress on it and have solved a couple things.

One of the issues was the frame14 was missing from the green ones.
The other was strange; the hudhide wasn't working, so I overrode it. (we needed to anyway for a death reset since the second set of huds are on top the first.
I suspect the full size image being created first of causing this bug, because it is first on the list and it displayed with no hudshow action when the hudhide=1.
There is only one issue I am having that I have left to resolve, which is a flicker.

I'll be back soon with it working.

Edit
I got it now ...(see attached video)...the flicker was from a typo that I had made.

Let me know if you want it posted here or not, because I can email it to you.
I mean, since you had to put your images up for download, you could still keep your effect private that way.
Or, I can wait to put the script up after you take the download down, because I doubt that many people have downloaded it so far.
Let me know

   Conjured Entertainment

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Flatlander
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Posted: 28th Jun 2010 22:09 Edited at: 28th Jun 2010 22:10
Darn, my electricity went out just after I downloaded the hud frames. For me, this was going to be a race to see who fixes it first. The electricity just came back on and I see that in the mean time CE has it working. Hmmmphhh.

I don't have to tell CE a job well done because he already knows it.

@CE, I'm just guessing but I bet this is going to be another free game hud. However, it's good for you to ask what he wants done with the working script.

Conjured Entertainment
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Posted: 28th Jun 2010 23:54 Edited at: 29th Jun 2010 00:05
Quote: "Darn, my electricity went out just after I downloaded the hud frames. For me, this was going to be a race to see who fixes it first. The electricity just came back on and I see that in the mean time CE has it working. Hmmmphhh. "

Muahahahahaha, where do you think that bolt of lightning came from? It was a race and I cheated.

Quote: "I don't have to tell CE a job well done because he already knows it. "

Ah don't forget, the most beautiful, the most intelligent, go on...


Quote: "@CE, I'm just guessing but I bet this is going to be another free game hud. However, it's good for you to ask what he wants done with the working script."

I only asked since he didn't put the frames up right away.
I wasn't sure if he was saving this for his own game or what.
Figured it wouldn't hurt to ask first anyway, since I have accidentally spoiled people's fun like that before. (remember the army men?)

@Flatlander
Are you going to be modding v117 when it comes out?
I only ask because I am a novice at DBPro, but I want to start modding FPSC once v117 comes out, and I was hoping I could ask you for help if I get stuck starting out.

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lotgd
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Posted: 29th Jun 2010 00:34
Conjured can be placed, who sent emails to finish the third animation, the red when you are going to die, then the HUD system and the place, I am a fan of resident evil with a menu of 'now more rpg mod can also create a spectacular menu: D

friskon@gmail.com

Many thanks

Flatlander
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Posted: 29th Jun 2010 02:50 Edited at: 29th Jun 2010 03:23
Quote: "Are you going to be modding v117 when it comes out?"


Yes, I'll be integrating RPG Mod when v117 is officially released. I don't think I'll be a part of the public beta testers on it though. I'm not sure if it will even be out in the public for beta testing that long if at all. There are several doing testing because of google access to the source code.

Oh what I mean by public testing (it actually is now in a way) I mean when Lee posts the exe up on the forums as in the past.

Right now I'm trying to start that game I've been wanting to do which requires my mod.

EDIT:

Ooops forgot to say. Like your hud. I can see using this somewhere in my game.

Conjured Entertainment
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Posted: 29th Jun 2010 04:16 Edited at: 29th Jun 2010 04:24
Quote: "Conjured can be placed, who sent emails to finish the third animation, the red when you are going to die, then the HUD system and the place, I am a fan of resident evil with a menu of 'now more rpg mod can also create a spectacular menu"

I'm not sure it I am understanding you fully.

Quote: "Conjured can be placed"

WHere, in a bad place in the afterlife?


Quote: "who sent emails to finish the third animation, the red when you are going to die"

Nobody sent me anything.
I just got your download.
I have it erasing the all the huds except the border.
The thought of a red flatline for death did cross my mind.
I'll make a hudshow for a flatline hud and you can just add the image with the other ones.

Quote: "then the HUD system and the place,"

Here is where my translation got lost, because I have no clue what this means.
What place?

Quote: "I am a fan of resident evil with a menu of 'now more rpg mod can also create a spectacular menu"

Help me out here Flatlander....what is he trying to say.

I can see the email address, so I am assuming he wants the script emailed, but what is the rest of what he was saying about?


Quote: "Yes, I'll be integrating RPG Mod when v117 is officially released. I don't think I'll be a part of the public beta testers on it though. I'm not sure if it will even be out in the public for beta testing that long if at all. There are several doing testing because of google access to the source code.

Oh what I mean by public testing (it actually is now in a way) I mean when Lee posts the exe up on the forums as in the past. "

You lost me too. (maybe my brain is broken now from trying to translate his post)
So, is v117 going to be open source or not?
I wanted to mod it, but it is sounding like only a select few will get the source.


Anyway, I will email the working script with a second one for the flatline with directions for adding a hud during death.

And, if v117 source is not going to be available then I am confused even further.

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lotgd
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Posted: 29th Jun 2010 05:03 Edited at: 29th Jun 2010 16:13
Conjured I just finished the animation red, you put the download, sorry if you do not understand when I speak, I use a translator



I wanted to type 250 to 120 green
119 to 60 yellow
59 to 1 red


Then I said, (in the distant future) could create a menu similar to resident evil 3 with inventory etc. etc. using these animations, but it was just to dream XD

Conjured Entertainment
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Posted: 29th Jun 2010 05:13
Quote: "Conjured I just finished the animation red, you put the download, sorry if you do not understand when I speak, I use a translator "

It is ok.
Each statement separate line might help.
I just finished my edit too, so now I have both scripts.
I made a EYEHUD to that has a cut out so the pulse meter is more visible.
I only have the flatline for 1 frame, but I will see what I can do with your download, so it gets animated.
The player doesn't stay dead very long anyway, so I hope you didn't make a lot of frames for it, because they may not even all play.
I'll try though to work something out, and then I will email you the resulting ZIP.

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Flatlander
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Posted: 29th Jun 2010 05:15
@CE, I think he is saying that it is OK to post the script. Yea, I know what you mean about the communication issue. I can't speak Italian at all and lotgd speaks very little English. I have already used the translator from English to Italian and he was teasing me about how some of it was wrong. I said, don't blame me blame Google.

The v117 source code is going to be available. In fact it is available right now through a google url. You can get to it by clicking on the link in the first post of the migration thread. Lee keeps updating the source code and then uploading it to the google site for others to see it and play with it if they want. I have looked at it but I have not yet done anything with it because it requires DLL updates of DBPro that I can't do at this time.

Conjured Entertainment
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Posted: 29th Jun 2010 07:08 Edited at: 29th Jun 2010 07:16
Quote: "I wanted to type 250 to 120 green
119 to 60 yellow
59 to 1 red"

Awe man, I just got it going and came back to see the new health limits.

I won't set an upper limit then in case its more than 250.

X-120
119-60
59-0

Here is what it looks like at the...
500-250 = Green
249-1 = Yellow
Dead = Red

Quote: "@CE, I think he is saying that it is OK to post the script."

To post or not to post, that is the question.


I'll be back with the new one.

   Conjured Entertainment

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lotgd
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Posted: 29th Jun 2010 07:29 Edited at: 29th Jun 2010 07:31
as you want, when best to email, then put together with the 'hud when I finished.

friskon@gmail.com

I displayed the video, it works really well

I sincerely thank you, you're really a nice person and competent

Conjured Entertainment
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Posted: 29th Jun 2010 07:33 Edited at: 29th Jun 2010 07:49
Quote: "you put the download"

Quote: "@CE, I think he is saying that it is OK to post the script."

Alrighty then, here is the
.


And I attached a video of the current settings that he requested, which is what this script is for...


EDIT
I must have been typing this in when he posted last because his last post wasn't up before I started this one.

Quote: "I sincerely thank you"

You are welcome.

Quote: "you're really a nice person and competent"

Thanks

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lotgd
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Posted: 29th Jun 2010 07:46
again thank you very much, then we create a free hud and place in the forum.

you had to make a massive change to how I see

Conjured Entertainment
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Posted: 29th Jun 2010 07:52
Quote: "you had to make a massive change to how I see"

It is pretty much the same though.

I meant to mention it before about the HUDRESET.
You only need to do hudreset when creating the huds.
You do not need to do hudreset when showing or unshowing them.



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lotgd
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Posted: 29th Jun 2010 08:11
there is still a problem, ie when decreasing health ok, when you try to recharge health, the animation stops

Conjured Entertainment
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Posted: 29th Jun 2010 08:15
Quote: "there is still a problem, ie when decreasing health ok, when you try to recharge health, the animation stops"

LOL I didn't think about a health gain causing trouble.

Oh well, back to the drawing board.

As Arnold would say..... I'll be back!

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lotgd
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Posted: 29th Jun 2010 08:20
that chaos, I thought it was easy to create scripts, but it's really hard, hopefully bring something simpler in the future update.

Conjured Entertainment
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Posted: 29th Jun 2010 08:47 Edited at: 29th Jun 2010 09:00
Oh its simple I just forgot to use that state that I added to override the hudhide problem.
I had to change a few more things for the frame transitions too.

Try this


You should be able to pick up health with no problem now.

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lotgd
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Posted: 29th Jun 2010 09:06
is great even so, you did a superb job

Conjured Entertainment
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Posted: 29th Jun 2010 09:10
Quote: "is great even so, you did a superb job "

I fixed the flicker so try that script above.

It is different than the one that was there before.

I edited the post with the new script instead of leaving the old one with the flicker there.

So, make sure you use the one that is there now.

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lotgd
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Posted: 29th Jun 2010 09:34
no, I used the one with the flickering, this is just perfect! I'm surprised that someone like you is not part of the staff of the TGC to be a very helpful and prepared.

Conjured Entertainment
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Posted: 29th Jun 2010 14:48 Edited at: 29th Jun 2010 15:20
Quote: "no, I used the one with the flickering, this is just perfect! "

Thanks

Quote: "I'm surprised that someone like you is not part of the staff of the TGC to be a very helpful and prepared."

I wish
I would work for TGC for minimum wage, but TGC would never hire me.
They want to know your life history (CV), and mine is not good. (I was a bad boy in my troubled youth)

Anyway, I'm glad we got it working, and let me know if I can help with anything else.


PS
All I did to clean that up during damage is to cut that section out of the EYEHUD.
Don't forget to back up the original first.

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Flatlander
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Posted: 29th Jun 2010 15:17 Edited at: 29th Jun 2010 15:18
@CE, I just noticed you don't have a listed email address so I'm going to take liberties with the thread. It seems that you were asking if I could help you with the migration in one of the posts above. I couldn't find it again (just a real fast sweep of the posts). I will be glad to help if I can. Send me an email if you still would want me to help out when you get to that point.

Edit:

This is a great hud and the script is working great.

Conjured Entertainment
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Posted: 29th Jun 2010 15:23
Quote: "I will be glad to help if I can. Send me an email if you still would want me to help out when you get to that point."

Thanks Flatlander!
That means a lot to me.

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Flatlander
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Posted: 29th Jun 2010 15:45
Actually, you can email anytime and about anything, other than scripting. You know scripting. In fact, I might need your help on occasion.

lotgd
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Posted: 29th Jun 2010 16:07 Edited at: 29th Jun 2010 16:08
I say again thank you all, I just completed hud, between the public a little, nothing special, just the script is special

Conjured Entertainment
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Posted: 29th Jun 2010 16:17 Edited at: 29th Jun 2010 16:23
Quote: "I just completed hud, between the public a little, nothing special, just the script is special "

You did a fine job and the HUDs do look really awesome.
Sorry, if I forgot to mention that before. (I meant to compliment them when I mentioned the #14 missing)
I am sure you put more work into them than what I did for the script, so they are very special too.

Well, my work here is done, so until next time, have fun!

I am going to work on the mesh and animations for a sci-fi tank today.

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lotgd
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Posted: 29th Jun 2010 18:21
many thanks and good job

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