English Scripting Questions

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17.01.09 09:22:34 pm
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Hazy
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ok, how would i be able to get the game to end after the person has succesfully 'found' a certain object.
when I say found, i mean they have pressed the use key on that object
hope you understand
18.01.09 06:10:26 pm
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CoreyRDean
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by calling the credits command
Ryan Dean - CastAway Again - RDR Indie Studios
19.01.09 10:10:04 am
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DontKnowToScript
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on:use {
maybe:
credits;
or:
quit;
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24.01.09 03:33:12 pm
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Hazy
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in the units scripts, what does the following mean?

colxr
and
colyr

thanks
24.01.09 05:47:06 pm
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Bloodshot
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Color shade verticly (y) and horizontally (x) A 100% blue shade would turn the unit/object/item blue. The brightness will differ the shade though
It is better to fail and then succeed than to succeed in the first place IMG:http://i420.photobucket.com/albums/pp281/L31ch3/Userbars/Strandedgamerub.png
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Jimi Hendrix
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I am tring to add a script to Whales and Dolphines,so when your in range xx ,they make there whale songs and dolphine chatter.I have it working for "on:use",but i need to set a trigger,so
when inrange,"unit",1,xx;
it will play the sounds.Im not sure if a script has to start with the "on" to make it work,but i tried on:trigger,but as I have no trigger set "I dont know how to",it does not work,and I mean a script that is in the "units",wordpad document,not just the set trigger on a map.I want it to be,hard coded into the "unit" so if any one uses them in editore,that if ((inrange,unit,1,xxx it will always play the .ogg file.The speech files are better than the sfx,because each .ogg plays a differnt recording each time.And it is way smaller file.Audacity is a free programme which converts wav files into .oggs,so you can make your own voice,or any sound you want just add a number at the end with same name,like,dolphine1,dolphine2 put in sfx/speech folder,and in the unit script on:use speech "dolphine";

I need a script for "on:trigger {
The sooner I get script for this,my mod will be released.Cheak out the "does any body want my mod thread.
edited 5×, last 26.01.09 08:07:03 am
26.01.09 09:55:02 am
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Builder2-0
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Jimi Hendrix has written:
I am tring to add a script to Whales and Dolphines,so when your in range xx ,they make there whale songs and dolphine chatter.I have it working for "on:use",but i need to set a trigger,so
when inrange,"unit",1,xx;
it will play the sounds.Im not sure if a script has to start with the "on" to make it work,but i tried on:trigger,but as I have no trigger set "I dont know how to",it does not work,and I mean a script that is in the "units",wordpad document,not just the set trigger on a map.I want it to be,hard coded into the "unit" so if any one uses them in editore,that if ((inrange,unit,1,xxx it will always play the .ogg file.The speech files are better than the sfx,because each .ogg plays a differnt recording each time.And it is way smaller file.Audacity is a free programme which converts wav files into .oggs,so you can make your own voice,or any sound you want just add a number at the end with same name,like,dolphine1,dolphine2 put in sfx/speech folder,and in the unit script on:use speech "dolphine";

I need a script for "on:trigger {
The sooner I get script for this,my mod will be released.Cheak out the "does any body want my mod thread.

on:ai_idle1

See my post in your thread.

-Builder
28.01.09 06:31:14 am
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Jimi Hendrix
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Man I had an idea,where on placeing of your fishing net,if on changeday or something timer,it is in range of fish,create that item x,y,z.And instead of writeinging 40 or so "elseif's if there is a way to say "if inrange of "unit,with behavior fish ,or be way cool if I could somehow say "if in range of unit ,in units_aquatic.

Oh yeah thanks Builder2-0,for the max items fix.
edited 1×, last 28.01.09 06:50:26 am
29.01.09 08:16:26 am
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WRCMeister
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If your asking for rewrite of the system/engine Stranded runs on it wont happend, and that way works just fine
>_> I told you to NOT press the big red button which says "Do NOT Press!"! *pushes over the edge of heaven*
07.02.09 02:36:01 am
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Rapture333
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How do I change the map if a player walks into a certain area? And will it save whatever happened on the previous map? i.e. build a house etc go to teleporter which takes you to a new map go back and everything's still there.
07.02.09 12:31:27 pm
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HudaJan
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New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
11.02.09 04:54:07 am
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Rapture333
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How do I create diary entries upon start of the game. Also how would I create entries when a player walks into a certain area?
11.02.09 11:09:25 am
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HudaJan
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event start
Code:
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on:start {
s2:diary blah,blah;
}

For the certain area: Put the areal trigger on the map, set the radius on which size do you need and (the most important thing) check the 'Instant effect' box.
Then type in the script field of the trigger:
Code:
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on:trigger {
s2:diary {
}
New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
11.02.09 12:19:55 pm
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Hurri04
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better use:
Code:
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on:trigger {
s2:diary blah, blah;
[b]s2:free "self";[/b]
}


or there will be a new diay entry every time you enter the area
14.02.09 07:20:20 pm
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Bloodshot
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Is there any way to creat an info and set it's area?
It is better to fail and then succeed than to succeed in the first place IMG:http://i420.photobucket.com/albums/pp281/L31ch3/Userbars/Strandedgamerub.png
16.02.09 07:19:37 pm
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Firecat
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i trying to make a mod where i add a item to apeear in the rocks, and i found this.

Code:
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find=23,90,2
find=254,40,3
find=21,90,7
find=23,300,1,1,88


I know that the first number is the item id, but the others?.
16.02.09 11:43:56 pm
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Bloodshot
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second: rate of finding, third:maximum amount possible.
It is better to fail and then succeed than to succeed in the first place IMG:http://i420.photobucket.com/albums/pp281/L31ch3/Userbars/Strandedgamerub.png
17.02.09 05:31:21 am
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Firecat
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Thx Bloodshot, now i have another problem.
I try to make a headphone with the next script:
Code:
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### Headphone
id=121
name=Headphone
group=stuff
icon=gfx\Headphone.bmp
model=gfx\Headphone.b3d
shine=0.9
mat=metal
weight=25
scale=0.5
info=Neat!, now i can have some music.
script=start
     on:use {
          :>:play "music.wav";
          msg "Totally cool!",4;
          process "listening",2000;
     }
     on:eat {
          speech "negative";
          msg "Use the use button",3;
     }
script=end


The problem is now that when i start the music, it loops even in the editor, And even in the menu!
So my question is:
•There is a way to stop that music?
17.02.09 08:36:03 am
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Tau
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s2 cmd stopmusic should help.
18.02.09 01:03:55 am
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Bloodshot
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process "listining",2000;
stopmusic;
It is better to fail and then succeed than to succeed in the first place IMG:http://i420.photobucket.com/albums/pp281/L31ch3/Userbars/Strandedgamerub.png
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