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FPSC Classic Product Chat / need help building game

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david j
18
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Joined: 27th Jun 2006
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Posted: 10th Sep 2006 12:25
when i select test game doors dont open and i dontstart where the point is,
on top of that when i save windows dont reconise the file

please help

www.adventurequest-games.com
david j
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Posted: 10th Sep 2006 18:10
oh sorry , i dident know there where 2 test buttons,
but can someone please help me as i cant play my own games

www.adventurequest-games.com
DJ Professor K
18
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Location: Somwhr in front of a brokn kyboard.....
Posted: 10th Sep 2006 18:23 Edited at: 10th Sep 2006 18:27
Now thats better

Ok, tell us whats the problem now, so we can help.

Anyway, on test game, the doors won't open, but you can pass them (like a ghost.... buuuuu..).

Anyway, did you add the player start position?

My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
david j
18
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Posted: 10th Sep 2006 19:31
when i save windows dont reconise the file when i click on game,
i.e games not ziped

www.adventurequest-games.com
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 11th Sep 2006 02:39 Edited at: 11th Sep 2006 02:41
Quote: "Anyway, on test game, the doors won't open, but you can pass them (like a ghost.... buuuuu..)."


On test game they SHOULD open... it's quick level preview where you are ghostly...

@david j--- firstly are you using doors from the 'entity' tab or 'segment' tab... If it's from the 'entity' tab they will never open...I believe they are just for show... you need to use the ones from the 'segment' tab... These doors can have different scripts applied to them so they can open automatically or with a key etc...

Do you mean if you double click an .fpm it doesn't load up FPSC? I don't know if FPSC works with file associations like that... I think you have to load FPSC first then load your .fpm from in there...If that's not what you mean could you please explain it better

I don't want to see a FPSC Professional!
david j
18
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Posted: 11th Sep 2006 17:34
ok thanks , there is just one more q,
how do u end a leval?
i.e make a point wher game ends

www.adventurequest-games.com
FredP
Retired Moderator
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Location: Indiana
Posted: 11th Sep 2006 17:45
Place a winzone at the end of the level.

david j
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Posted: 11th Sep 2006 17:52
how do u do that , iv looked around the software and cant find anything..???>>>>

www.adventurequest-games.com
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 11th Sep 2006 18:00
Theres a manual you know?

david j
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Posted: 11th Sep 2006 18:46
i know but still cant find it,
please help me

www.adventurequest-games.com
bdgbdg
18
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Joined: 30th Jul 2006
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Posted: 11th Sep 2006 18:52 Edited at: 11th Sep 2006 18:52
GOD, PLEASE, help us!!!

C:\Program FilesFPS CreatorDocs
it's there (this is the default directory).

Or check the sticky in this forum.

Project FPS - 71%
xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 11th Sep 2006 19:09
Quote: "firstly are you using doors from the 'entity' tab or 'segment' tab... If it's from the 'entity' tab they will never open...I believe they are just for show... "


There seems to be some confusion about door segments, door frames, and door entities. A door segment consists of a door frame and a door entity. It is the frame that cuts the hole through wall segments when you place a door, and the door entity that opens and closes.

If you place a door segment and remove the door entity (by selecting entities from the library and then highlighting the door entity and left clicking) you will have a framed opening.

If you place a door entity, you will have a working door without a frame and no opening in the wall (which as I stated earlier is cut through the wall by the frame).

Both segment and entity have a purpose, and no operational door will work properly without both.

The entity can however be placed and used as a static object if you so desire.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 12th Sep 2006 02:07
Quote: "I believe they are just for show"


Quote: "The entity can ,however, be placed and used as a static object if you so desire."


Sorry I didn't make it clear, that this is what I meant by just for show...

I don't want to see a FPSC Professional!
Predator boy
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Joined: 14th May 2006
Location: Up your butt and around the corner
Posted: 12th Sep 2006 07:12
ok the winzone is located under markers tab

"I'm a lean mean speed thingy!" "What about my womanly needs?" "Send the kids to the neighbors cuz i'm coming back loaded!"
david j
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Posted: 12th Sep 2006 18:09
yes thank you ,
1 more question

how do u make an upstars and downstars i.e make a second floor

thank guys,

www.adventurequest-games.com
KeithC
Senior Moderator
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Location: Michigan
Posted: 12th Sep 2006 18:11
Press the "+" key and "-" key to move up and down a level.


david j
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Posted: 12th Sep 2006 18:59
thanks

www.adventurequest-games.com
david j
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Posted: 12th Sep 2006 19:01
this is my very last question lol - sorry

how do u customize enimays / how many shots to die ect

www.adventurequest-games.com
KeithC
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Location: Michigan
Posted: 12th Sep 2006 20:09
I just increase the damage of the weapons you use.


uman
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Location: UK
Posted: 12th Sep 2006 20:55 Edited at: 12th Sep 2006 20:57
Quote: "A door segment consists of a door frame and a door entity. It is the frame that cuts the hole through wall segments when you place a door, and the door entity that opens and closes."


That is incorrect.

Door segments have 3 entity pieces. Door/Frame/Punch.

Its the apptly named "Punch" piece which cuts (or punches) a hole through another segment section.

If you wish to make by hand your own door or window or any other segment which needs to cut a hole through another segment section you will therefore have to make a "Punch" part and include it in the Segment script file you will need to create. Looking at the default segment script files will show exactly how its done and what components various segment objects are composed from. You should use a default segment script of the type you require as a basis to follow as such segments require very specific parameters to be set in script in order for them to work correctly.

If you watch Lees Video Tutorials which come with the FPSC Segment Editor download it shows clearly how door segments are made.



"I am and forever will be your friend"
david j
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Posted: 12th Sep 2006 21:59
Quote: "I just increase the damage of the weapons you use."


how do u do that?

www.adventurequest-games.com
KeithC
Senior Moderator
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Posted: 12th Sep 2006 23:20 Edited at: 12th Sep 2006 23:20
In the level editor, right-click on the weapon and alter it's scripting on the menu that pops up.


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