Hi, I'm a fan of FPSC, it's my pride and joy. I won't be the last one to admit, it has MAAAAAAAAAAJOR issues, as will any engine as user-interface friendly as it is. But for most of the issues people bring up, whether it's lack of grenades/scripts/lobbies/ANYTHING YOU MAY COMPLAIN about, IT CAN ALL BE DONE. You may have to go the extra mile, or 100, and probably by foot (in this case fingertips). For all the features I've figure out how to complete/do, I'll post the process needed to complete it on this thread. I may post actual scripts later, but I am on a harsh schedule (school, eagle scout, science fairs... god i'm a nerd

) so i'll merely state in a detailed manner the basic instructions to complete the tasks. If you can do it yourself based on my recommendations, that's good, if you'd post them here, AWESOME!!!!!(*while #of"!" < 5000, insert "!")
I'll take ideas, and some requests, and attempt to build upon them to give you ideas how to accomplish it. As for now, let's get Started!
Section I: Multiplayer
subsection A: Grenades
So, the annoyance that really outdates FPSC in terms of multiplayer, no Nades! D:< . Well, though I haven't seen anyone tackle this issue yet, my theory of overcoming the issue is to use scripting to replace physics, using someform of parabola-based multiple-repositioning (not propelling forward with physics, but repositioning each time, I couldn't locate the fpi conditions or actions in the amount of time I looked, you should be able to, idk exactly yet), for this script to take effect, obviously the grenade is a weapon, but the visual commands should be executed from an unused weapon used solely for its "main" script, which would recognize "someone's throwing a grenade! time to do math!", set up multiple around the map so if multiple players throw a nade near exact same time, there's no delay in the script actions. This means your grenade weapon wouldn't be shooting the projectile, or even causing the damage, it just triggers the script. Withing the script it sets any player/character in range addhealth= -75 (whatever damage of choice), I personally will even make it an equation so the closer the nade was to character, the more damage it'll do. Enough of that for the time being, ONWARD! (Fus-ro-done)
Subsection B: Overall Scripts
I didn't go into much detail earlier, but weapon pickups and healthpacks can be given main scripts that have nothing to do with a weapon or health pack. Simply by having a number of whatever commands you need following plrwithinrange= a lot (recognizes players over the whole map). Throw in conditions for things too, like (plralive=1 -> plr kills enemy -> killstreak + 1 -> if killstreakgreater=24 -> presskey= "end" button -> "nuke" players everyone dies in favor of that player and match ends -> plralive=0 -> reset killstreak) to make for amazing AND unlimited possibilities.
Subsection C: Game Modes
Mode: Bomb Defuse
Simple enough, one team prevents the other from defusing the bomb, and vise versa. for each corresponing result (if it's defused or if not) a video at the end will be played at the end (defused=timer stops at 00:01 epicness; blows up= cool guys don't look at it, or whatever you want). All you need is a bomb entity (I've seen an otherwise useless atomic bomb entity, not my theme-based preference, but it's there) and make it act as a weapon pickup, or a healthpack pickup, though won't act as either. If player defuse team is in the vacinity of (or actually pressing a key and using a device near) the bomb, a timer and defuse hud will appear for them, when he gets shot, the timer resets, and the timer is only responsive to one defuser at a time. Really very basic, if the defuse team defuses it, use an object and set it to objective (wins match), and allows player in any range to "pick up" the "object", but only if team name is that of the winning team. Same goes for the bomb-defending team, but triggered from time running out, instead of the bomb being defused.
Mode: Domination
Similar to bomb defuse, but there's multiple points where there's a "defuse" timer, except it's a "capture" timer, the game doesn't end until 300 points from the objectives earned. Multiple players in the range means faster capture rate. I'll use a flag or something obvious to represent the entity, which would change textures correlating to who holds the position (HA! didn't think you could do it, did ya! lol, jk). Now we have the flags and gameplay, make sure to put them in an area that is both somewhat concealed, but a popular access point (somewhere obvious to go, maybe use a radar to show where it is), maybe use a scripted hud display to show in the direction of the flags (use conditions like "plrfacing", etc.).
More modes later! I hope that helped! (maybe an integrated flag built into all weapons when seen held by others for capture the flag?)
Subsection D: Custom Classes
(I know it, long to explain... coming soon, tired now)
Subsection E: Lobbies and Friends System
(I know it, long to explain... coming soon, tired now)
Subsection F: Voice Chat, Level ups, and more that would put pay-for equivalents (COD, BF) out of buisiness! (hooray for free gaming!)
(I know it, long to explain... coming soon, tired now)
MUCH MORE TO BE ADDED LATER!!! just accept my excuse for now! >
Lemme know your thoughts, suggestions, and if I helped any! Thanks!
-Parker a.k.a. washburnrover, founder of Tetravision Gaming
That Big Idea guy that can't find the time...