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English Scripting Questions

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old Re: Scripting Questions

ttei
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Thank you Bloodshot

projectile 63,$fx,$fy,$fz,5,300,50,0,15,0.1,0;

The above is the use of Mode 5

How to use Mode 1

1 - Class, ID - The projectile flies to a particular object

Require Class, ID, use the variable form input?
I'm testing this method..........

old Spear script help ???

ab6100
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hey um i re tryed the spear thingy and i cought a problem : ( ..... why don't these work ?

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edited 1×, last 12.07.10 01:24:48 am

old Re: Scripting Questions

DontKnowToScript
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ab6100 has written
hey um i re tryed the spear thingy and i cought a problem : ( ..... why don't these work ?

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it should be the same,but instead of hit try impact.if not,post again.

old extendscript?

kk0114
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Is there any one who can help me.I have try to find out the problem and fail.

I want to write some scripts for rocks.
And there are more than 7 types of rock in game.
Since the scripts are the same for all rocks, so I try to use extendscript.
I try many different ways and can't use them correctly, if i put the scripts(miningS.s2s) in directly, it'll work.
What's wrong?
Below is what I put in objects_stone.inf
*****************
script=start
     on:use {
          extendscript 0,0,"sys/scripts/miningS.s2s";
     }
     on:hit {
          extendscript 0,0,"sys/scripts/miningHit.s2s";
     }
script=end
*****************

and this is miningS.s2s, I have cut down a lot but they are similar.
*****************
               process "searchng",1500;
               $tmp3=random(1,5);
               if ($tmp3==1){
                    find 21;
                    event "iskill_mining","global";
                    speech "positive";
               }elseif($tmp3<=3){
                    find 23;
                    speech "positive";
               }else{
                    speech "negative";
               }
*****************

old Re: Scripting Questions

Murgoth
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EDIT: All previous problems resolved, the grenade launcher works perfectly and switches seamlessly between letting off tight bursts of automatic fire on second and then arcing grenades at realistic trajectories that explode on impact and cause area damage the next. All exactly what I was looking for.

Since the M16 and M16GL are in fact 2 different items entirely, is it possible to store a hot-key you had with one and when you switch, keep that hot-key?

IE: I have the M16 on hot-key 4. I fire a few rounds and then right click to switch to my GL. This uses "alteritem". Is there any way to make sure my hot-key assignment stays?

I would assume I would just do $hk=________ and have the ______ be the variable corresponding to the hot-key I put the weapon on. Since there isn't a complete english command list, I can not find this for myself.
edited 3×, last 23.07.10 10:01:12 am

old Re: Scripting Questions

Yamaxanadu
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Make Both Ammunition useable by the Gun and Use Right click to Switch between The Two Ammunition , Unless you are intending to have a Grenade Launcher Attachable for it That is found Seperately from the Gun itself , i don't see why don't you just Make the gun fire both Grenades and Bullets

old Re: Scripting Questions

Solve
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i want when i press mouse botton 2 when using a sniper it is going to zoom in and with a sight, so i need help doing this, i am wondering if you can use some sort of cam, like
movecam 200 meters in front of self. plz i need help

old Re: Scripting Questions

Murgoth
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@ Shanghaimi
Because I want the grenade launcher to have realistic properties. If I just made the gun shoot grenades too, it would shoot grenades at a rate of around 13 per second, the rate it fires bullets. The grenades would also arrive instantaneously because the behavior of the rifle would still be "gun" so they would not arc or take any time to arrive, they would just b3e exploding bullets. While exploding bullets would be cool, that is not what I am looking for. I want the grenade launcher to be an entirely different function on the weapon, not simply an ammunition change.

You know how you have to move the M203 slide up, place in a single round, slide the cover down, and fire? It all takes a few seconds, so the reload time for a grenade is 2 to 3 seconds, not a fraction of a second like a bullet. Also, grenades travel far slower and in an arc, whereas in this game bullets arrive instantaneously and have no drop whatsoever. Thus, just changing ammo on attack2 will not work.

Talking with Builder, I've come to the conclusion that having a script on attack2 that changes the properties of the weapon itself might work, although I'm not sure how I would go about making sure the new weapon doesnt use bullets and the rifle doesnt use grenades because with the same item id, both bullets and grenades would work with either weapon. UUUUURG!

old Re: Scripting Questions

UnIdEnTiFiEd
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I Need urgent help with this, i was scripting a mod and when i tried to run it, it says... 'Invalid AT OBJECT ID for BUILDING (6)' And won't let me in the game. Any Help?

old Re: Scripting Questions

Pitxxx
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I need Help with my script:
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I wanted to 'kill' a palisade what got ID 2 (in the list) but it don't work.

old Re: Scripting Questions

DEATHSHEAD
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The "Kill" command only works with units, so this script killed the unit with the ID 2.
Try this one:
1
2
3
4
on:trigger{
free "object" ,2;
msg "Something have been breached!";
}

MfG DEATHSHEAD

old Re: Scripting Questions

Someone Evil
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DontKnowToScript has written
Double No problem ;p

Another question: is it possible to make pictures pop up on screen as messages or something?


use the s2 cmd image command

old spawing objects

darksol
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it took me some time and a lot of playing around to find this out but this is the script you add if you want to make a frout tree or any thing eals like it

spawn=a,b,c,d,e,f,g

a= id of the item
b= amount of the items during 1 spawn ( i think)
c= the radios area for the item to spawn along the X axes
d= the radios area for the item to spawn along the y axes
e= how high of the center of spawn point
f= total maxim amount of the item spawn (i think)
g= the total each item spawned is worth

old Re: Scripting Questions

Hurri04
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in the definition it says for b that this is the number of days it needs to spawn new items (e.g. growth-time of a fruit)

old Re: Scripting Questions

OncheOnche
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Hello all .
Soory for my bad english,i'm french and i have 14 .
I have discover Stranded 2 2 days ago and finish the solo campaign today .
Now i lil try to create my own map,that is easy but i don't know how to spawn animals .
I use spawn control,i choose a monkey,all the 2 days etc...
But my monkey don't appear in my map .
I search on the english forum but my english is too bad for this .
Please can you give me link(s) for newbie ?
Thanks and fun in Stranded
Ps: Very great job Unreal Software for all yours games and good luck for the future .
edited 1×, last 05.08.10 09:05:59 pm
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