This pack includes over 40 scripts to spawn characters as “dead bodies” ingame – mostly lying on the floor or sitting slumped against a wall. There should be only one of these doors in a whole level unless the level is very large and the doors are far apart from each other. It should be placed in rooms or corridors at least 2 segments wide. In exploration maps where the player has a high chance to pass by this door several times to distract or even scare the player. After 2 minutes the script resets and will be again triggered by the player. Randomized are the start of the sounds (0.1-2.0 secs), the number of sounds (0-3) and the time in between Made for metal doors to play random metallic banging sounds when the player comes closer than 2 segments. ScaryDoorMetal – door plays random metallic banging sounds
The download includes the scripts, install, license text and an extensive description of each script in the readme like this example: They will possibly not work correctly with other versions. These scripts have been written for FPS Creator version 1.18. All scripts use only the stock sounds that are allready in the FPSC library so there is nothing else needed to run the scripts. This Pack includes 6 different scripts for entities or trigger zones playing randomized sounds. It will possibly not work correctly with other versions. This script has been written for FPS Creator version 1.18. The download includes the script, license, setup guide and a small demo game to try it out.
This script can be attached to a commanding officer, an ally, a help seeker, a computer terminal, an intercom or anything else the player could have a conversation with. The player text is at dark blue and in the lower half of the screen, the NPC text is light blue and in the upper half of the screen, but color and position can be altered in the script. – the player can attack the NPC prior to the conversation, when he is offered the choice in between and after the conversation when the NPC walks away (the script then uses RUNFPI=). – at the end the NPC goes along waypoints to a door and vanishes – the player gets a choice somewhere to keep talking, go his way, or fight – player and NPC lines differ through colour and position – the player can speed up the conversation in pressing
– it is self-running until the player has at one point to decide how to answer (=which key to press) – during the conversation the player cannot move. – when the player gets into range of the NPC, the conversation starts This script is set up for a conversation between the player and an NPC and works as follows: