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a5 templates am i the only one that uses them? #143196
07/24/07 18:27
07/24/07 18:27
Joined: Oct 2004
Posts: 363
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mo1e Offline OP
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mo1e  Offline OP
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hello all whenever i create a game i first make the level and then i ass a5 template scripts to the level and select player_walk_fight for th echaracter and so on. but when i try to add another script not from the a5 list i get errors cannot open movement.wdl/ plbiped.wdl. etc i was wondering are most people using their own scripts now. and when i add a6 scripts i cant apply any to the player as its blank?

Re: a5 templates am i the only one that uses them? [Re: mo1e] #143197
07/24/07 18:56
07/24/07 18:56
Joined: Apr 2006
Posts: 1,551
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D3D Offline
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Reload your level after you apply the A6 shooter template


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Re: a5 templates am i the only one that uses them? [Re: D3D] #143198
07/24/07 19:12
07/24/07 19:12
Joined: Oct 2004
Posts: 363
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mo1e Offline OP
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sorry to sound dumb but exactly what script is the shooter one?

Re: a5 templates am i the only one that uses them? [Re: mo1e] #143199
07/24/07 20:14
07/24/07 20:14
Joined: Apr 2006
Posts: 1,551
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D3D Offline
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If you select File | Map Properties | Script > New Script. You can select the Shooter template? Or isn't this template included in the trial?

Code:
////////////////////////////////////////////////////////////////////////
// A6 Shooter main wdl:
// Created by WED.
////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where template files can be found.
path "C:\\MyGame\\A6.60\\template_6"; // Path to A6 templates directory
path "C:\\MyGame\\A6.60\\template_6\\code"; // Path to A6 template code subdirectory
path "C:\\MyGame\\A6.60\\template_6\\images"; // Path to A6 template image subdirectory
path "C:\\MyGame\\A6.60\\template_6\\sounds"; // Path to A6 template sound subdirectory
path "C:\\MyGame\\A6.60\\template_6\\models"; // Path to A6 template model subdirectory

/////////////////////////////////////////////////////////////////
// Filename of the starting level.
string level_str = <gs6.WMB>; // give file names in angular brackets

////////////////////////////////////////////////////////////////////////////
// Included files
include <gid01.wdl>; // global ids
include <display00.wdl>; // basic display settings
include <plSelect.wdl>;
include <cameraTarget.wdl>;
include <miscInput01.wdl>;
include <plBipedInput01.wdl>;
include <bipedPhy01.wdl>;
include <bipedAnim01.wdl>;
include <bipedSnd01.wdl>;
include <plBiped01.wdl>;
include <cameraSelect.wdl>;
include <camera1stPerson01.wdl>;
include <trigger00.wdl>;
include <particle00.wdl>;
include <fxa01.wdl>;
include <fxGore01.wdl>;
include <weaponfx00.wdl>;
include <weapons00.wdl>;
include <aiFPS01.wdl>;
include <plBipedWeap00.wdl>;
include <plBipedWeapHUD01.wdl>;
include <plBipedHUD01.wdl>;
include <lift01.wdl>;
include <saveLoad00.wdl>;
include <saveLoad01.wdl>;
include <menu01.wdl>;





/////////////////////////////////////////////////////////////////
// Desc: The main() function is started at game start
function main()
{
// set some common flags and variables
// freeze all entity functions
freeze_mode = 1;
// no level has been loaded yet...
gid01_level_state = gid01_level_not_loaded;

// entry: Warning Level (0,1, or 2)
// entry_help: Sets sensitivity to warnings (0 = none, 1 = some, 2 = all).
warn_level = 2; // announce bad texture sizes and bad wdl code


// entry: Starting Mouse Mode (0, 1, or 2)
mouse_mode = 0;

// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

// now load the level
level_load(level_str);

wait(2); // let level load
// level should be loaded at this point...
gid01_level_state = gid01_level_loaded;

//+++ load starting values


// un-freeze the game
freeze_mode = 0;

// save start of game here
wait(6); // allow time for functions that wait for "gid01_level_loaded" to load
file_delete("start0.SAV"); // remove any old savefile
wait(1);
if( game_save("start",0,SV_ALL) <= 0)
{
diag("\nWARNING! main - Cannot save 'start' of level (ignore on restarts).");
}
else
{
diag("\nWDL: main - Game 'start' saved.");
}


// main game loop
while(1)
{
if(gid01_level_state != gid01_level_loaded)
{
freeze_mode = 1; // pause the game
while(gid01_level_state != gid01_level_loaded) { wait(1); }
freeze_mode = 0; // resume the game
}
wait(1);
}

}


// Desc: this is the function used to restart the game.
function main_restart_game()
{
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

// freeze the game
freeze_mode = 1;

if( game_load("start",0) <= 0)
{
diag("\nWARNING! main_restart_game - Cannot load 'start' of level.");
}
else
{
diag("\nWDL: main_restart_game - Game 'start' loaded");
}


// un-freeze the game
freeze_mode = 0;
}


// Desc: this is the function used to quit the game.
function main_quit()
{
//+++ // save global skills & strings
exit;
}

/////////////////////////////////////////////////////////////////
// The following definitions are for the pro edition window composer
// to define the start and exit window of the application.
WINDOW WINSTART
{
TITLE "3D GameStudio";
SIZE 480,320;
MODE IMAGE; //STANDARD;
BG_COLOR RGB(240,240,240);
FRAME FTYP1,0,0,480,320;
// BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24;
BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24;
TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280;
}

/* no exit window at all..
WINDOW WINEND
{
TITLE "Finished";
SIZE 540,320;
MODE STANDARD;
BG_COLOR RGB(0,0,0);
TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;

SET FONT "",RGB(0,255,255);
TEXT "Any key to exit",10,270;
}*/


/////////////////////////////////////////////////////////////////
//INCLUDE <debug.wdl>;




smile
Re: a5 templates am i the only one that uses them? [Re: D3D] #143200
07/24/07 20:41
07/24/07 20:41
Joined: Oct 2004
Posts: 363
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mo1e Offline OP
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Posts: 363
nope i cant find that script and ive created a script called shooter using that and whenever i add it it says line too big (max 1024 bytes)

Re: a5 templates am i the only one that uses them? [Re: mo1e] #143201
07/25/07 10:45
07/25/07 10:45
Joined: Apr 2006
Posts: 1,551
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D3D Offline
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Strange that Conitec didn't included the shooter template in the A6 trial? Templates are here to make creating games without programming background easier. From the download page I see the A6 trial is version 6.40, (or maybe 6.40.5). Maybe the latest A6 templates are not available in this release.


Quote:

ive created a script called shooter using that and whenever i add it it says line too big (max 1024 bytes)




Could you show that WED generated script? I have used A6.40 too, but never had a error message like that.


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