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JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 11th Apr 2011 21:53 Edited at: 12th May 2011 23:10

UPDATE: I don't have enough time to work on this, and other projects and so I am now devoting my time to OpenFPS. Project Postponed.

Hello again forum-dwellers.

7GRMod is a scripting enhancement for FPSC. Once I have completed the first version the source code will be released for implementation into other mods, to allow for widespread compatibility, including FPSC X10. The mod should also use the most up-to-date version of the source code so bugs will be kept to an absolute minimum.

Current Version:
7GRMod = ALPHA (suggest actions and conditions)
FPSC = V1.18 B10 (porting to B12)
Download FPSC X10 ALPHA

Current Conditions:


Current Actions:


Planned Features:
Sprite Controls (using a plugin to prevent conflicts)
Lots of new scripting actions and conditions

Thanks for reading and feel free to suggest a condition or action.

bobochobo
17
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Joined: 9th Jul 2008
Location: My house, in the middle of my street
Posted: 11th Apr 2011 22:05 Edited at: 11th Apr 2011 22:06
Sounds great!
Conditions I'd like to see:


Actions:


If you could implement those, I would defiantly get (or buy)the mod. That said I've never really looked at the source so I've got no idea if their possible. Thanks.

Kerrby
18
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Joined: 14th Mar 2008
Location: Australia mate.
Posted: 12th Apr 2011 04:49
You would probably get more interest if you posted this in the general forum.


WizMod Developer.
Michael Thompson
17
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 12th Apr 2011 11:21
Quote: "You would probably get more interest if you posted this in the general forum."

Very good point.

http://www.flashstargamecreations.webs.com
Omegamer
17
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Joined: 25th Feb 2009
Location: There
Posted: 12th Apr 2011 16:34
Could you make a condition that works like anywithin=X but it works only if a special entity like my squadmembers are near?

Youtube Name: omegamer666
Current project: Junkys Home, a X9 project where you wakeup in a dark apertment and your goal is to get out of there.
But you´re not alone...
Delusional Games
15
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Joined: 2nd Oct 2010
Location: Serbia, Sometimes Finland
Posted: 12th Apr 2011 20:10 Edited at: 14th Apr 2011 13:44
If this is gonna be for sale, I`m buying it first.
What about:
moveifused=x(moves the entity to the entity described in the if used field, like plrmoveifused, only works for entities)

Edit
Or maybe a condition targetwithin=x(check if certain target declared earlier is within x amount of feets)

Good work so far m8, keep it up.

My paragon is not on the poster, its in the mirror.
Design Runner
15
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 13th Apr 2011 03:11
Quote: "moveifused=x(moves the entity to the entity described in the if used field, like plrmoveifused, only works for entities)"

Actually, that could be quite nice for lights. Think of all the saved FPS by moving five dynamic lights from room to room instead of having 50 dynamic lights. Good for blinking lights on a horror game.

The quick brown fox jumps over the lazy dog
JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 13th Apr 2011 16:38
@Delusional Games

I was thinking something like that. It would allow for NPC's to drop keys.

frafra_95
15
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Joined: 27th Oct 2010
Location: Black Mesa Research Facility
Posted: 13th Apr 2011 19:11
it would be great to have a command to change the fullscreen shader in game, like changefullshader=x or fullscreenshader=x where x is the path and name of the shader.
and a condition that check if an entity is in a zone like entityinzone=x y where x is the name of the entity and y 1 if it is true or 0 if is it false. is it possible?
Ched80
15
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 20th Apr 2011 10:33
Hey JRH,
Why don't we hold a short competition to create bits for your mod?
I'm sure there are plenty of users who have an idea or two for a simple mod (like those ideas shown above) and it'd be great if we could collect all these ideas and create one single community generated mod.
It'd also help users in learning how to create a mod.

What do people think?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Red Eye
17
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Joined: 15th Oct 2008
Location:
Posted: 20th Apr 2011 11:13
Arent the current ones already in the normal fpsc version?

Ched80
15
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 20th Apr 2011 13:31
By current ones do you mean the latest mods?

If so some are (various aspects of Project Blue, for example), but there are a lot of mod features that are not incorporated into fpsc (RPG mod, WASP, for example).

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 22nd Apr 2011 18:48
A community based mod sounds really cool. I wonder how many people would be prepared to contribute?

I could setup a SVN for it?

Also, STOP RELEASING NEW BETAS! I can't keep up!

Michael Thompson
17
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 23rd Apr 2011 20:37 Edited at: 24th Apr 2011 12:35
How about a command something like moveplr=x,y,z where these are the co-ordinates of the segment - this would be extremmely useful for scripting cutscenes!

A mod has been erased by this sig because it is too large
Michael Thompson
17
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 23rd Apr 2011 20:37 Edited at: 24th Apr 2011 12:35
How about a command something like moveplr=x,y,z where these are the co-ordinates of the segment - this would be extremely useful for scripting cutscenes!

A mod has been erased by this sig because it is too large
JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 8th May 2011 18:48
Ok, I've decided to change the scope of the mod altogether. I have ported the source to V1.18 B14. I'd like to add motion blur, but so far that hasn't worked out.

Dark Goblin
20
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Joined: 19th May 2006
Location:
Posted: 9th May 2011 09:19
Quote: "I'd like to add motion blur, but so far that hasn't worked out."

To be able to add real motion blur you need to change the whole renderer as it needs to have an object shader on every object, also the segments, and than render another camera image.

This needs a lot of work and will probably still be buggy. But good luck with it. ^^

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