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FPSC Classic Product Chat / Displaying Score

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Marc Steene
FPSC Master
20
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 24th Jul 2010 19:51
I've always been confused about how the internal HUD system works to display numerical values. I've got my numbers into the correct format, but how do I display them so they represent a variable's value? The objective is to display the player's current score (much like the same way the health and lives are displayed).

Thanks for the help.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
The Master Dinasty
17
Years of Service
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Joined: 14th Sep 2008
Location: Valhalla
Posted: 24th Jul 2010 21:01 Edited at: 24th Jul 2010 21:02
Nope, Never mind me.


-Massap2

We are the magnificent Masters, builders of pyramids.
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 24th Jul 2010 21:59
The best way to do it (the not through painful eye bursting scripting), is to use Project Green\Blue. Use the dimvar=X and hudtype=6 commands and maybe a few others in there too.

Sorry if it wasn't the best of help, but I've had to reset my computer and lost everything + I've been gone for 3 months and haven't messed around with FPSC in a while.

Shadowtroid
16
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Joined: 23rd Dec 2009
Location: nope
Posted: 24th Jul 2010 22:35
Quote: "is to use Project Green\Blue. "


I'm not sure if Marc uses PB.

Flatlander
FPSC Tool Maker
19
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 25th Jul 2010 02:12
RPG Mod also makes it pretty easy. I like how Plystire used variable huds. But I like how I did it as well.

Variable Numeric Hud Display

You will be able to create a numeric hud using a variable at any time and anywhere. There is only one numeric hud available at a time for this feature, however, you can use any number of RPG Mod variables unless you have reached the limit of 200.
Make sure that the following is used when creating the hud.

hudtype=8,hudmake=numeric (8 is reserved for this feature)

Also make sure that you create a variable that will be displayed within the numeric hud. Anytime this variable changes the changes will also be reflected in the numeric hud. Do not hide the hud. Also, there is no need for a hud name.

Now all that is left is to display the numeric hud.

rpg_userhudvariable=hudvarname

Every time you use this command and it has a different variable as the parameter it will then display the contents of that variable. If you change the variable that is displayed, then the hud will change when the variable's content is changed.

Conjured Entertainment
AGK Developer
20
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 25th Jul 2010 02:49 Edited at: 25th Jul 2010 02:52
There is a simple way to do it if you break the number down into each digit.
I have my cash system displaying numbers up to 999999 which is just one shy of a million.
So the number can be very large even though you are doing a manual display.
Of course the script line limit forced me to chain 6 scripts together in tandem, but it wurks fer me.
It would have only been 3 scripts if I had not used the comparison of variables in a funky way.
But, since vanilla doesn't offer the var1=var2 condition, I had to improvise by developing a round about way to compare two variables to each other.

There is no reason my system canot be used for something other than cash, just change the "Cash" header to 'Score' and vwalla.

Yeah yeah, the scripts get long and confusing, but it works in vanilla rather well.

Quote: "The best way to do it (the not through painful eye bursting scripting), is to use Project Green\Blue. "

My cash system popped out a lot of eyes, but they'll live.

Doing it the easy way with a Mod may be the best way for most folks to go, but if you want to do it in vanilla, just know it can be done.

   Conjured Entertainment

 WARNING: Intense Madness
WWIV Studios
16
Years of Service
User Offline
Joined: 10th Sep 2009
Location: Atlanta,Georgia
Posted: 25th Jul 2010 05:36
Quote: "I'm not sure if Marc uses PB. "


Hmmm I dont think so......

Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 25th Jul 2010 12:01
@Flatlander

That does seem to be a pretty cool way of doing things, and much shorter than Conjured's long winded version, however, as you know, I'm using Project Blue for my project Blue (joking, I'm not making Blue, but thought it sounded cool ).

I guess I'll have to stick with Conjured's route


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 25th Jul 2010 14:12
One more thing, it appears in the FPSC game Duckshoot that starmind managed to get a score system working. Any ideas? :/


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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