Conjured... the more complex a script, the longer it takes to execute and run. I don't fully understand what the hell that script engine does. I personally want to replace it with something sensible. But I would say that it probally does run though the entire script.
I can imagine having over 200 scripts. And not just AI.
FPSC is very ugly when it comes to helping us... Luckly, I happen to be very good at figuring out how to force it down it's throat. Counters are script wasters, you can't have more then 1 counter in a counter because it uses the activated field to incriment the counter. Yeah, lots of words...
I have several heals which heal over time... so your health incriments instead of crappy jumps.
I have, however, almost perfected a lovely script which I call DoorRKN (Remote Key Natural) which can act as any of those. Problems include the fact that I needed to make a SwitchN because the door will crash if it is opened twice. SwitchN's will activate the door, and get this... the door will activate the switchs! So multiple switches per door! Yet the script delay is annoying...
When I finally understand where the delay comesfrom, I will add in a script command that can change it. sync=ms (miliseconds).
;Artificial Intelligence Script
;Header
desc = Key Door (Open 'With Key' and Close)
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=useprompt,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\lockeddoor.tga,hudname=keyprompt,hudhide=1,hudmake=display
:state=0:state=10,activate=2
:activated=0:state=2,sound=$1,colon,activate=2
:activated=1:state=1,setframe=0,sound=$0,activate=2
:state=1:incframe=0
:state=1,frameatend=0:state=3,coloff,timerstart
:state=2:decframe=0
:state=2,frameatstart=0:state=10,setframe=0,activateifused=2
:state=3,timergreater=3000,plrdistfurther=60:activate=0
:state=10,plrdistwithin=60,plrhaskey=1,plrusingaction=1:activate=1
:state=10,plrdistwithin=60,plrhaskey=1:hudshow=useprompt,hudfadeout=useprompt
:state=10,plrdistwithin=60,plrhaskey=0:hudshow=keyprompt,hudfadeout=keyprompt
;End of Script
;Artificial Intelligence Script
;Header
desc = Switch
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=useprompt,hudhide=1,hudmake=display
:state=0:state=1
:state=1,plrdistwithin=60,plrusingaction=1:sound=$0,activateifused=1,alttexture=0,state=10,timerstart
:state=5,plrdistwithin=60,plrusingaction=1:sound=$1,activateifused=0,alttexture=1,state=10,timerstart
:activated=0,plrdistwithin=60:hudshow=useprompt,hudfadeout=useprompt
:activated=4,plrusingaction=0,timergreater=250:alttexture=0,state=1,activate=0
:activated=5,plrusingaction=0,timergreater=250:alttexture=1,state=5,activate=0
;end
I even have this... not sure what was wrong with it, but it is SwitchRKN, a major replacement of the standard switch. RKN (Remote Key Natural) does NOT do it says... problem is I haven't reprogramed it for the Remote part, and I there was an issue with the key part... but it is suppose be a switch that can be turned on remotely, with a key, or naturally (Remotely meaning another switch will allow you to press that switch).
So conjured, there can be hundreds of scripts you use... and I discovered the worst comes from CutScenes (engine rendered) in particular... after managing 15 scripts trying to get these guys to do what I wanted. I scrapted the whole thing as being excessive... mabey one day I'll start up a program to make the cutscenes...
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