Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / drunk script (request)

Author
Message
jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 21st Sep 2013 12:12
Everyone before you jump down my throat, i understand this is not a place where scripts are provided but i am terrible at scripting and have tried everywhere. in my game i want the character to get drunk, I want him to walk over to a wine bottle, it dissapears and activates a postprocess shader which is bond1's motion sickness shader for about 1 minute then the shader stops please help

living a sweet death
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 21st Sep 2013 23:28 Edited at: 21st Sep 2013 23:29
Here is how to innitialize a post process shader from a script.


:state=20,framebeyond=2 15,plrdistwithin=150:setposteffect=refract,plraddhealth=-10,sound=audiobank\misc\melee.wav,state=23
:state=20:incframe=2,rotatetoplr
:state=20,frameatend=2:setposteffect=none,state=4
:state=23:incframe=2
:state=23,frameatend=2:setposteffect=none,state=4

Notice the items in Bold.

You must have post process set to 1 in the setup.ini file. All postscript shaders should be in the effectbank\postprocess folder.

Post which ai script you are using and I will guide you thru it.

jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 22nd Sep 2013 16:11
myke don't really understand how to use your script i am using a stock wine bottle from ww2 and it should dissapear and activate motion shader in currently i have tried to use pickup1.fpi on the wine bottle and the shader in a triggerzone around it but thats stupid isnt what im looking for so please help as i hav said im hopeless at fpi scripting

living a sweet death
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 22nd Sep 2013 19:15 Edited at: 22nd Sep 2013 19:25
You will need a combination of scripts to go with your wine bottle and character. I would initialize the actions from them, not a trigger zone for greater control on when this event would happen.

What I would need to know is which character you are using and which script you want to use with him. is this in a hall or in a room. Will some other event trigger the characters start event.

Or is this character the player. Still confused upon that part.

What you want is very possible.

You can send this stuff to my email if you would like.

Also which version of FPSC and update are you using.

jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 22nd Sep 2013 19:44
thanks didnt realise what u ment yes the character is the player and it is in an off licence building so yes its a room thanks for ur help

living a sweet death
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 22nd Sep 2013 21:12
OK, I can script this now.
Will get back with results.

Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 22nd Sep 2013 21:52
Results:

In the download button is a map file using stock everything and a script file.

Place the scriptfile in your scriptbank\postprocess folder. the map file can go into your mapbank folder.

Open the editor and open the map file then press test game.

Make sure that postprocess=1 in the setup.ini file.

Attachments

Login to view attachments
Ertlov
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 23rd Sep 2013 00:54
do you have the desura version of "Into the Dark" ? There is a ready-to-use "Schnaps" script for the WWII bottle default script

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 23rd Sep 2013 22:46
cheers pirate myke that was a great help thanks so much

living a sweet death
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 24th Sep 2013 03:20
jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 28th Sep 2013 00:51
Used your script ther it works great but can you get it to stop after 15 secconds

living a sweet death
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 29th Sep 2013 07:25
Ok. Different approach needed. Here you go in the download button below.

Drunkscript.fpm goes to the mapbank folder.
The other 2 archive files names reflect which folder to place it into.

Run the mapfile and see if this is what you are looking for.

Attachments

Login to view attachments
jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 3rd Oct 2013 21:31
myke it doesnt seem to stop after 15 seconds

Tastes like chicken. Too bad its beef.
jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 3rd Oct 2013 21:41
there is 2 scripts what goes where

Tastes like chicken. Too bad its beef.
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 3rd Oct 2013 22:05
pickup1drunk goes to the scriptbank folder.

motionsicknessDrunk.fpi goes to the scriptbank\posteffect folder.

jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 6th Oct 2013 10:27
ye but how do i use them pickup1drunk just looks like a normal pickup script how do i use that script because the bottle can only have 1 main script so do i use pickup1drunk or motionsicknessdrunk btw sorry for being a nuisance its unintentional

Tastes like chicken. Too bad its beef.
jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 6th Oct 2013 11:12
thanks for all your help Myke if you are free any time could you also tell me how to make text appear on the screen like a want the player to walk through a door and then text appears on the screen saying "head over to the shop" then when the player walks into the shop i want more text to say "point the gun at the shop assistant and shoot her in the leg." then i want the text to say "disable the CCTV cameras and grab the briefcase, then sprint out the fire escape door." i can create the png images for these messages but can you script how it says it o ye when you shoot the shopkeeper in the leg can she cower. here's a file with game photos and the plot

Tastes like chicken. Too bad its beef.

Attachments

Login to view attachments
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 6th Oct 2013 17:53
For the most part it is just a pickup script just to get rid of the bottle. The script in the trigger zone does most of the work.

I will download the file you have provided and take a look at it. I am pretty busy working on my current project, so this might take a few days.

jono gamer
11
Years of Service
User Offline
Joined: 29th Oct 2012
Location: check your closest
Posted: 6th Oct 2013 18:19
cheers myke you're a great help

Tastes like chicken. Too bad its beef.
Pirate Myke
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 7th Oct 2013 05:11
Ok. for the huds to appear where you want them you can use a trigger zone or an invisible object to have a point where you can initialize a script.

You will need to make all the HUDS I think .png images are fine. They can be converted to either .tga or .dds if needed.

This is just repetitive scripts to show the HUDS and the use of etimer. I am sure there are plenty of examples around for these.

Now the character. I am guessing that it is a custom character, and maybe it has the FPSC biped attached to it. If so then scripting will just be a modify of the cower.fpi script. If not, then I will need to know the animation number in the fpe file for that character and which one is the crouch.

Let me know about this. Maybe you can send me a map of the layout if all assets are stock. Also send the HUDS that you intend to use.You can send it to my email listed in the button below. Mark the subject with your name so I know it is from you. Thanks

Login to post a reply

Server time is: 2024-03-29 13:22:35
Your offset time is: 2024-03-29 13:22:35