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FPSC Classic Scripts / Scripting tutorial?

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Freddy 007
18
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Joined: 30th Nov 2004
Location: Denmark
Posted: 17th Feb 2005 08:30
Hi

I dont know if it's just me that are as dumb as I look (let's not hope for that ) , but i just can't figure out the scripting system.
I've read the manual, and I've taken a look at the other scripts, but I just can't get the hang of it.
And this forum seems a little poor, talking about people posting their new usefull scripts, so I get the impression that there may be a few others that's having a hard time learning how to use the scripting system. So I was wondering about if there should be someone that wants to explain a little more about scripting, or maybe even make a tutorial for stupid people like me.

Just a thought.

KLU 007


Check out PanzerGames at: http://www.freewebs.com/panzergames
æ ø å
The Nerd
18
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Joined: 5th Jun 2004
Location: Denmark
Posted: 17th Feb 2005 08:46
yeah i could also use a tut on the scripting system.


looking for Royalty free 3D objects?
then Check PanzerGames at this link : http://www.freewebs.com/panzergames
Ominous
17
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Joined: 25th Jan 2005
Location: Hollowed-Out Volcano Lair
Posted: 17th Feb 2005 10:34
I just don't go to the trouble to learn. I have had Neverwinter Nights for a year and 3 months now and still haven't learned how to use it's scripts.

Now is the winter of your discontent.
-Stewie from Family Guy
Freddy 007
18
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Joined: 30th Nov 2004
Location: Denmark
Posted: 17th Feb 2005 16:47
But I want to learn the scripting system

Anyone? Some help please?


Check out PanzerGames at: http://www.freewebs.com/panzergames
æ ø å
glyvin101
17
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Joined: 27th Jan 2005
Location:
Posted: 17th Feb 2005 21:25
maybe fdecker will make a tutorial on his site that looks cool
LeeBamber
TGC Lead Developer
22
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 18th Feb 2005 05:21
There is no short fast solution to this one. It is like saying I want to make games. FPI script programming is a big job, and you will need an understanding of many aspects of the language structure, the actions and conditions, how those interact with the entities, the scope of the script, how to achieve simple tasks, how to achieve more complex tasks, how entities can interact across FPI scripts, the list is as long as the DBPro command set!

Until a definitive set of tutorials or a large booklet is written on the subject, the only reliable way to proceed is trial and error. Take what information you can salvage from the manual and forum, then sit in a dark room for ten hours and start modifying the existing FPI scripts to see what happens. Use a simple level with nothing in it except a door, a dynamic light, a switch and a trigger zone. When you have some answers, share your findings. Others may add to this knowledge, then you will have more answers. When my other duties are complete, I will write this tutorial, but until then you have a few months to impress me with your resourcefulness (and spelling)

"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"
Freddy 007
18
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Joined: 30th Nov 2004
Location: Denmark
Posted: 18th Feb 2005 19:09
Quote: "sit in a dark room for ten hours"


I'm looking forward to it


Check out PanzerGames at: http://www.freewebs.com/panzergames
æ ø å
Jordan Siddall
18
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Joined: 1st Mar 2004
Location: UK
Posted: 18th May 2005 17:14
Quote: "I will write this tutorial"

Keep us informed yeah?
BULLSHOCK
17
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Joined: 15th May 2005
Location:
Posted: 19th May 2005 10:40
you cant really write a turorial on scripting. When I started scripting here is what i did:

i figured out what i wanted to do, and put it in if-then format.

Quote: "example= "


if the player is within 60 blocks of the trigger zone, then reset the HUD and show the picture triggerzone.tga in the bottom middle of the screen.

then, I just translated it using a print-out of the fpi commands.

Quote: "example="


:state=0:hudreset,hudx=50,hudy=90
:hudimagefine=gamecore\text\triggerzone.tga
:hudname=useswitchprompt,hudhide=1,hudmake=display,state=10
:plrdistwithin=50:hudshow=useswitchprompt,hudfadeout=useswitchprompt

Quote: "IMPORTANT"


the above line may seem confusing because it uses variables, but this is basically what its saying:

Quote: ":hudimagefine=gamecore\text\triggerzone.tga
:hudname=useswitchprompt,hudhide=1,hudmake=display,state=10"


it means that from here after, the image "triggerzone.tga" will be refered to as "useswitchprompt". remember, you can create your own variables too.

in fact, you could change the script to this:

Quote: ":state=0:hudreset,hudx=50,hudy=90
:hudimagefine=gamecore\text\triggerzone.tga
:hudname=myvariable,hudhide=1,hudmake=display,state=10
:plrdistwithin=50:hudshow=myvariable,hudfadeout=useswitchprompt"


and all i did was replace "useswitchprompt" with "myvariable" without changing what the script does....

well, thats all the time i have right now,
hope it helps=)

-BULLSHOCK

-I will beat anyone in HALO2!
Dory The Cable Guy
17
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Joined: 23rd Apr 2005
Location:
Posted: 12th Jun 2005 16:03
i cant get into http://www.freewebs.com/panzergames

Heven doesn't want me and Hell's afraid i'll take over!!!
Freddy 007
18
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Joined: 30th Nov 2004
Location: Denmark
Posted: 12th Jun 2005 20:05 Edited at: 12th Jun 2005 20:05

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