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PostPosted: Mon Mar 10, 2008 12:12 am 
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Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
hey i was woundering if anyone could help me, i run a game that that script that guy had the really long one.. and im not to great at scripting but i can map and i was woundering if anyone could give me a hand with it?


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PostPosted: Mon Mar 10, 2008 9:23 pm 
Babirusa
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Hi!

I (and I think everyone else) have no clue what you are talking about. :) Could you be a bit more specific?

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PostPosted: Tue Mar 11, 2008 4:50 am 
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Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
ok lol sorry bout that, well im working on a game that uses this kinda coding..



right now im trying to get more then two exits on the map..
and i dont know how to script it..


if anyone could help i would appreciate it

this is a slight preview of what im working with....

_____________________________________________________________
on RenderMap MapDT
global gImageList, TileSelected, AnimateTiles, TileSelected2, DontLetHimMove, MyVehicle, DrawDir, OnlyRender, tile, ObjTile, tilex
global ComplexFX, ExtraAnimation, DontHitMeAgainOK, MobSaveLockXX, DontHitMeAgainOK, iiMapDat, Layer1Dataa, NewMinute, tile1, tile2, tile3
global CharMap

repeat with x = 158 to 177
if the member of sprite x = (member "Exit" of castlib "Inventory") then set the visible of sprite x = FALSE
if the member of sprite x = (member "Exit2" of castlib "Inventory") then set the visible of sprite x = FALSE

if the member of sprite x = (member "Chimney" of castlib "Inventory") then set the locZ of sprite x = the locZ of sprite 108 + 1
end repeat

updatestage

set DontHitMeAgainOK = FALSE

set the member of sprite 110 = (member 300 of castlib 1)
set DontHitMeAgainOK = FALSE

put MapDT into field (member "MyCurMapDat" of castlib 1)
set iiMapDat = MapDT

if MapDT = "" then set Badd = 1
if MapDT = VOID then set Badd = 1

if Badd = 1 then
set WarpDat = "!!! !!! x1000y992 5 5"
WarpMe WarpDat
exit
end if

Global BlockedTiles, NPCBlockedTiles

set MapStyle = "None"
if CharMap = "x999y999" then set MapStyle = "Church"
-- if CharMap = "x9999y9999" then set MapStyle = "MurkyDungeon"

set ExtraAnimation = FALSE
if MapDT contains "D2 " then set ExtraAnimation = TRUE
if MapDT contains "I2 " then set ExtraAnimation = TRUE
if MapDT contains "W1 " then set ExtraAnimation = TRUE
if MapDT contains "N1 " then set ExtraAnimation = TRUE
if MapDT contains "V2 " then set ExtraAnimation = TRUE

set BlockedTiles = ""
set NPCBlockedTiles = ""

set TheTileList = field (member "BlockedListX" of castlib "MapGFX")

put MapDT into field (member "Mapdata" of castlib 1)
set TheGameDat = field (member "Mapdata" of castlib 1)
set TheGameDatXXX = TheGameDat

set the itemdelimiter = "#"

set TheGameDatXXX = ""
set TheGameDatXXX = TheGameDatXXX & item 1 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 2 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 3 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 4 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 5 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 6 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 7 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 8 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 9 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 46 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 47 of MapDT & RETURN
set TheGameDatXXX = TheGameDatXXX & item 48 of MapDT & RETURN
put TheGameDatXXX into field (member "Layer1" of castlib 1)

set TheMDat2 = ""
set TheMDat2 = TheMDat2 & item 19 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 20 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 21 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 22 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 23 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 24 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 25 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 26 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 27 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 49 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 50 of MapDT & RETURN
set TheMDat2 = TheMDat2 & item 51 of MapDT & RETURN

if word 3 of TheMDat2 = "" then
set TheMDat2 = "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat2 = TheMDat2 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
end if

put TheMDat2 into field (member "Layer2" of castlib 1)

set TheMDat3 = ""
set TheMDat3 = TheMDat3 & item 28 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 29 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 30 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 31 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 32 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 33 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 34 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 35 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 36 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 52 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 53 of MapDT & RETURN
set TheMDat3 = TheMDat3 & item 54 of MapDT & RETURN

if word 3 of TheMDat3 = "" then
set TheMDat3 = "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
set TheMDat3 = TheMDat3 & "G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3 G3" & RETURN
end if

put TheMDat3 into field (member "Layer3" of castlib 1)



set TheMDat4 = ""
set TheMDat4 = TheMDat4 & item 37 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 38 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 39 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 40 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 41 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 42 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 43 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 44 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 45 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 55 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 56 of MapDT & RETURN
set TheMDat4 = TheMDat4 & item 57 of MapDT & RETURN

if word 3 of TheMDat4 = "" then
set TheMDat4 = "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
set TheMDat4 = TheMDat4 & "5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A 5A" & RETURN
end if

set ObjLayer = field (member "Layer2")

ElBlocko = image(544, 384, 32)
ElBlocko1 = new (#bitmap, member 340)
tile = member("G1").image
ElBlockoRect = tile.rect

set BlockoTile = member("BTileX").image

put TheMDat4 into field (member "Layer4" of castlib 1)

_____________________________________________________________


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 Post subject:
PostPosted: Tue Mar 11, 2008 7:07 am 
Sir Postalot
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Joined: Thu Aug 26, 2004 4:34 am
Posts: 2498
This looks monsterous. It's like Basic and Cobol got drunk one night and nine months later this fell out.


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 Post subject:
PostPosted: Tue Mar 11, 2008 9:27 am 
Level 22 Norse Warrior-Librarian
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Joined: Fri Aug 20, 2004 1:58 pm
Posts: 538
Location: UK
Hey, I've seen that code somewhere before !

http://gpwiki.org/forums/viewtopic.php?t=2158&start=20&sid=cb0bbac10367f8279f4f103426d5e2d0

As for more than 2 exits - I guess you just need to copy and paste the code right near the top (member "Exit" of castlib - and so on) and then find out where Exit and Exit2 exist and make Exit3, Exit4, and so on.


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 Post subject:
PostPosted: Tue Mar 11, 2008 11:23 am 
King Code Monkey
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Posts: 11182
Location: Abingdon, MD
ViX44 wrote:
This looks monsterous. It's like Basic and Cobol got drunk one night and nine months later this fell out.

Heh! I'm gonna remember this one.

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 Post subject:
PostPosted: Tue Mar 11, 2008 6:34 pm 
Novice

Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
That wasnt even half the code...

but when i was searching through the different parts of the exits i found this part...

i Was woundering if i should coppy the runexitshow2 and use the same numbers or change them to something different


Theres a lot of scripts through out the source code and some are just as long.. im going to look through the server scripts to see if i can find anything else about the exits in there...
____________________________________________________________

on RunExitShow

set the visible of sprite 290 = TRUE
set the visible of sprite 291 = TRUE
set the visible of sprite 292 = TRUE
set the visible of sprite 293 = TRUE
set the visible of sprite 294 = TRUE
set the visible of sprite 295 = TRUE
end

on RunExitShow2

set the visible of sprite 275 = TRUE
set the visible of sprite 276 = TRUE
set the visible of sprite 277 = TRUE
set the visible of sprite 278 = TRUE
set the visible of sprite 279 = TRUE
set the visible of sprite 280 = TRUE
end

on SignShow
Global WhichSign

if WhichSign = 1 then set TheText = field (member "Sign 1 Text" of castlib "WorldEdit")
if WhichSign = 2 then set TheText = field (member "Sign 2 Text" of castlib "WorldEdit")
if WhichSign = 3 then set TheText = field (member "Sign 3 Text" of castlib "WorldEdit")

put WhichSign into field (member "SignText" of castlib "WorldEdit")

set the locZ of sprite 286 = 9995
set the locZ of sprite 287 = 9996
set the locZ of sprite 288 = 9997

set the visible of sprite 286 = TRUE
set the visible of sprite 287 = TRUE
set the visible of sprite 288 = TRUE
end


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 Post subject:
PostPosted: Tue Mar 11, 2008 7:14 pm 
Digerati

Joined: Fri Sep 24, 2004 3:15 am
Posts: 1791
Location: No longer near Boston, MA
I might be able to help you with your game - learn a new language :lol


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 Post subject:
PostPosted: Tue Mar 11, 2008 8:45 pm 
Harmlessness does no harm
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Sadistic Penguin wrote:
I might be able to help you with your game - learn a new language :lol


You laugh, but I think the painful truth of what you said indicates that you're crying on the inside.

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 Post subject:
PostPosted: Tue Mar 11, 2008 10:11 pm 
King Code Monkey
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Location: Abingdon, MD
Sadistic Penguin wrote:
I might be able to help you with your game - learn a new language :lol

Seconded!

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 Post subject:
PostPosted: Tue Mar 11, 2008 11:29 pm 
Novice

Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
do you have an email or messenger we can talk on?


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 Post subject:
PostPosted: Tue Mar 11, 2008 11:29 pm 
Bibliotherapist
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Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
or at least learn how to use functions!

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 Post subject:
PostPosted: Thu Mar 13, 2008 6:30 am 
Novice

Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
what do you mean?


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 Post subject:
PostPosted: Thu Mar 13, 2008 9:49 am 
Level 22 Norse Warrior-Librarian
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Joined: Fri Aug 20, 2004 1:58 pm
Posts: 538
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workmad3 wrote:
or at least learn how to use functions!

I don't think it's his - that code has been around for years (check out the link to the old gpwiki post I put up).

Vicar455 - this is in lingo isn't it? Director? I'm note sure many people have worked with it in some time, if ever.
All I can really suggest is looking in the "Inventory" castlib - there should be two members called "exit" and "exit2" - that's a place to start.


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 Post subject:
PostPosted: Thu Mar 13, 2008 1:15 pm 
Bibliotherapist
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Posts: 6210
Location: Manchester, UK
AT wrote:
workmad3 wrote:
or at least learn how to use functions!

I don't think it's his - that code has been around for years (check out the link to the old gpwiki post I put up).


Given source code like that, I'd either refactor it or use something else. The fact I didn't write it originally would have nothing to do with it :)

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 Post subject:
PostPosted: Thu Mar 13, 2008 4:13 pm 
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Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
yeah its lingo and no i didnt write it.. i bought it from unfungames.com

its a game called FSO its a 2d mmorpg..
and it has been around for a while


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 Post subject:
PostPosted: Thu Mar 13, 2008 6:05 pm 
Level 22 Norse Warrior-Librarian
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Joined: Fri Aug 20, 2004 1:58 pm
Posts: 538
Location: UK
Bought it? Didn't it come with instructions or something? Tech support?

I'm afraid the code is held together by duct-tape, and unless you stumble across someone who's used it in the past there isn't much that we can do - it's the kind of code thats likely to break if you change something.

As I said before, you can try searching for every instance of "exit2" and adding an "exit3" (and make sure there is an exit3 somewhere on your map). It's going to be hit and miss though.

I guess you could try to find other games through the forums and google that use the same system and ask the people who worked on them.

(edit: duct tape, not duck-tape :P )


Last edited by AT on Fri Mar 14, 2008 9:31 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Mar 14, 2008 4:25 am 
Novice

Joined: Mon Mar 10, 2008 12:01 am
Posts: 7
yeah i know a few people but i was just woundering if any one else knew bout it...

but yeah the person who made it doesnt offer any tec suport, or instructions basicly your on your own and learn..


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 Post subject:
PostPosted: Sat Mar 15, 2008 9:02 pm 
Dexterous Droid
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ViX44 wrote:
This looks monsterous. It's like Basic and Cobol got drunk one night and nine months later this fell out.

:rofl

That old "Code that hurts your eyes" topic is also good for a re-read :D

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