FPI Script/FPI Usage Examples
This module provides more detail on each clause in the FPI language with usage examples.
Conditions
edit- The conditions test whether something is true. Each one of these conditions will return TRUE or FALSE. If it returns TRUE, then the next condition in the list of conditions separated by a comma is evaluated. If all conditions evaluate to true, then the actions are carried out.
General
editSTATE
edit-usage: STATE=X
- tests whether the variable "STATE" is set to value X. Starting out with the default value of 0, "STATE" is used on every line of an fpi script to control the flow, for instance:
- state=0:state=1
-this line checks if the STATE variable is 0. If it is, we change it to a value of 1
- state=1;state=2
-this line tests whether the STATE variable is 1. If it is, we change it to 2
- state=2:state=1
-when we get to state 2, we go back to state 1. This causes an endless loop that really does nothing. It's just for an example.
NEVER
edit-usage: NEVER
- Is never true. Will never return true and cause anything in the ACTIONS list to be carried out.
- Purpose??
ALWAYS
edit-usage: ALWAYS
- Is always true. Whatever is in the ACTIONS list will be carried out if all other condition statements evaluate to true.
- Purpose??
RANDOM
edit-usage: RANDOM=X
- Creates a random number between 0 and X and evaluates to true if that random number equals 1. This is useful for creating fidgeting in your character entities, for instance. While they are just standing around, you can have them fidget randomly every once in a while, for instance:
- :STATE=0,RANDOM=30:ANIMATE=6
-this line checks to see if the state is zero (if the entity has been recently initialized or had its STATE variable set to 0 by another script or by another line in this script. Then, it creates a random number from 0 to 30. If that random number is 1 (1/30 of the time), then the animation listed will run, which, in this case, is number 6, which shows the character re-loading his or her weapon.
- Correct??
Entity condition
editHEALTH
edit-usage: HEALTH=X
- Returns true if the HEALTH value of the entity equals the number X.
- :HEALTH=20:
HEALTHLESS
edit-usage: HEALTHLESS=X
- Returns true if the HEALTH value of the entity is less than the number X.
QUANTITY
edit-usage: QUANTITY=X
- Returns true if the quantity (OF WHAT??? Maybe number in level?) is equal to X.
SPEED
edit-usage: SPEED=X
- Returns true if the speed of the entity equals the number X.
ASSOCIATED=
edit-usage: ASSOCIATED=X
- Returns true if the entity has been associated with the player. Used with lifts.
- (And what can the X value be? ASSOCIATED=1 return true with it IS associated and ASSOCIATED=0 true when it isn't?)
Reference to player
editPLRDISTWITHIN
edit-usage: PLRDISTWITHIN=X
- Returns true if the player is within X units from the entity. The units are measured in (100 'units' is equal to one segment size)
PLRDISTFURTHER
edit-usage: PLRFURTHER=X
- Returns true if the player is NOT within X units from the entity. The units are measured in (100 'units' is equal to one segment size)
PLRALIVE
edit-usage: PLRALIVE=X
- If X is 1, returns true if the player is alive. If X is NOT 1, returns true if the player is dead.
PLRHIGHER
edit-usage: PLRHIGHER=X
- Returns true if the player is X units higher than the entity.
PLRELEVWITHIN
edit-usage: PLRELEVWITHIN=X
- Returns true when the player can be seen within X degrees vertical
PLRELEVFURTHER
edit-usage: PLRELEVFURTHER=X
- Returns true when the player can NOT be seen within X degrees vertical
PLRCANBESEEN
edit-usage: PLRCANBESEEN
- Returns true when the player can be seen.
- NOTE: The player can be seen when he is within the view cone angle of the entities eyes (front position).
PLRCANNOTBESEEN
edit-usage: PLRCANNOTBESEEN
- Returns true when the player can NOT be seen.
- NOTE: The player can be seen when he is within the view cone angle of the entities eyes (front position).
PLRHASKEY
edit-usage: PLRHASKEY
- Returns true when player has a key (entity) to un-lock another entity
- such as, a door or a latch.
PLRUSINGACTION
edit-usage: PLRUSINGACTION=X
- Returns true when the player performs the USE action.
- (X should be either 1=true, or 0=false)
PLRWITHINZONE
edit-usage: PLRWITHINZONE
- Returns true when player is within the trigger zone. Used only with trigger zones.
PLRINGUNSIGHT
edit-usage: PLRINGUNSIGHT=X
- Returns true when the entity (if it is carrying a weapon) has the player in gun sights.
References to other objects
editANYWITHIN
edit-usage: ANYWITHIN=X
- Returns true when ANY other entity is within X quarter tiles
ANYFURTHER
edit-usage: ANYFURTHER
- Returns true when NO other entity is within X quarter tiles
ENTITYWITHINZONE
edit-usage: ENTITYWITHINZONE
- Returns true when an entity is within a trigger zone.
SHOTDAMAGE
edit-usage: SHOTDAMAGE=X
- Returns true when damage taken exceeds the value of X. This can be used, for instance, to throw and enemy back if he is shot by a very powerful weapon.
IFWEAPON
edit-usage: IFWEAPON=X
- If X=1, returns true when the weapon being used by entity is ready. If X=0, Returns true when the weapon being used by the entity is NOT ready.
ACTIVATED
edit-usage: ACTIVATED=X
- Returns true when the activation value of the entity equals X
(More info about activated???)
NEARACTIVATABLE
edit-usage: NEARACTIVATABLE=X
- Returns true when the entity is being near activated.
(What does that mean???)
NEWWEAPONCANBESEEN
edit-usage: NEWWEAPONCANBESEEN=X
- Returns true when entity can see a better weapon. (if X=1?)
NOISEHEARD
edit-usage: NOISEHEARD=X
- Returns true when the entity hears a broadcase noise from scene.
(What is a broadcast noise? Is any SFX sound a broadcast noise?)
Object Detection
editRAYCAST
edit-usage: RAYCAST = X Y
- Returns true when the raycast hits something in front from X to Y units.
(uhh, what's a raycast?)
- raycast is when a line in 3d space(a ray) is drawn from one location to another. In this instance, the coder could evaluate if a point in space is actually visible from the first location.
RAYCASTUP
edit-usage: RAYCASTUP=X
- Returns true when the raycast hits something above from X to Y units.
RAYCASTBACK
edit-usage: RAYCASTBACK=X
- Returns true when the raycast hits something back from X to Y units.
Animation
editFRAMEATEND
edit-usage: FRAMEATEND=X
- Returns true when animation labelled by X is at its end.
FRAMEATSTART
edit-usage: FRAMEATSTART=X
- Returns true when animation labeled by X is at its beginning,
FRAMWITHIN
edit-usage: FRAMWITHIN=X Y
- Returns true when animation labelled by X is within frame Y
FRAMEBEYOND
edit-usage: FRAMEBEYOND=X Y
- Returns true when animation labelled by X is beyond frame Y
ANIMATIONOVER
edit-usage: ANIMATIONOVER=X
- Returns true when animation labelled by X is complete.
ALPHAFADEEQUAL
edit-usage: ALPHAFADEEQUAL=X
- Returns true when the alpha value = X
REACHTARGET
edit-usage: REACHTARGET=X
- Returns true when the entity has reached it's target (if X=1?)
LOSETARGET
edit-usage: LOSETARGET=X
- Returns true when the entity has got stuck after X attempts.
HEADANGLEGREATER
edit-usage: HEADANGLEGREATER=X
- Returns true when the angle of the entity's head is greater than X
HEADANGLELESS
edit-usage: HEADANGLELESS=X
- Returns true when the angle of the entity's head is less than X
WAYPOINTSTATE
edit-usage: WAYPOINTSTATE=X
- Returns true when the waypoint value equals X
- State 0 means the entity has not yet started following waypoints.
- State 1 means the entity is looking for the nearest waypoint marker to start from.
- State 2 means the entity is following a waypoint line to its current waypoint maker.
- State 3 means the entity has reached the waypoint maker and it splits off in more than one other direction.
- State 4 means the entity has reached the waypoint maker and it splits off in more than one other direction
- State 5 means the entity has reached the very end of the current waypoint structure and requires a decision to be made.
- A state of 999 means the eneity has been placed in zero-waypoint mode where the entity simply ignores waypoints.
IFMARKER
edit-usage: IFMARKER=X
- Returns true when there is a marker previously dropped by entity in scene.
IFPLRTRAIL
edit-usage: IFPLRTRAIL=X
- Returns true when there is a trail left by player in existence
TIMERGREATER
edit-usage: TIMERGREATER=X
- Returns true when the internal FPI timer exceeds X in milliseconds
ESCAPEKEYPRESSED
edit-usage: ESCAPEKEYPRESSED=X
- Returns true when the escape key has been pressed.
Actions
editGENERAL
editNONE
edit-usage: NONE
- No action
DESTROY
edit-usage: DESTROY
- destroy entity
SUSPEND
edit-usage: SUSPEND
- disable the entity permanently, and keep it visible. This is used for leaving corpses or one-way switches. You could also use it to permanently open a door.
SCRIPTS
editRUNFPIDEFAULT
edit-usage: RUNFPIDEFAULT=X
- Run the default FPI script. If X=0, the fpi script listed under "init" in the entity's properties is run. If X=1, the "main" fpi script is run, and if X=2, the "destroy" fpi script is run.
RUNFPI
edit-usage: RUNFPI=X
- run another fpi script by name. For instance:
- : STATE=1:RUNFPI=runaway.fpi
MOVEMENT
editMOVEUP
edit-usage: MOVEUP=X
- Moves the entity up by X units.
MOVEFORE
edit-usage: MOVEFORE=X
- Moves the entity forward by X units.
MOVEBACK
edit-usage: MOVEBACK=X
- Moves the entity back by X units.
FREEZE
edit-usage: FREEZE=X
- stop entity from moving.
X being the number of milliseconds.
ROTATEY
edit-usage: ROTATEY=X
- Rotates the entity on its "Y" axis TO X degrees
ROTATEIY
edit-usage: ROTATEIY=X
- Rotates the entity on its "Y" axis BY X degrees
ROTATEY
edit-usage: ROTATEY=X
- Rotates the entity on it's "Y" axis by X units
SETTARGET
edit-usage: SETTARGET
- Sets the internal target for the entity. Follows "target" conditions.