English Scripting Questions

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08.07.07 10:25:27 pm
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EwokChieftain
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I cannot see any offense in your mod, too.
Desu, keep in mind: the whole modding of Stranded II is a leisure activity. If one mod introduces features that are similar to another, I would rather call it "cross-fertilisation" here than stealing.
Builder2-0 has written:
Point me to a mod that adds forging, or allows you to refill water bottles, or is working on coal mining and steel forging.

You cannot add forging to Stranded II because in Stranded II you can already forge things
A "bottling system", as you call it, is also included in the Extension Mod. But it's nothing too extraordinary after all - on the contrary, it rather strikes one how odd that is in S2 that bottles come out of nowhere - and its creator, Bizzl, obviously does not feel offended.
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08.07.07 10:38:53 pm
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Delamore
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Builder2-0 has written:
desu~ has written:
Yes, it is possible. Add the skill, and define an event "iskill_mine". Check in (I think) game.inf for the other iskill events.

Although I hate you for your mod because the ideas are leeched off others posted before yours - not saying deliberately. Just saying, other people posted them before you.

That's not really what I meant. I've got the skill made. However, I'm not sure if there is any way to detect the player *hitting* a stone. Specifically hitting a stone.

PS: 1. I never intented to make a large release of my mod. I was told to.

2. It was a personal mod.

3. I strived for quality & quantity. I wanted to add lots of new features & items, but do it with quality.

4. Point me to a mod that adds forging, or allows you to refill water bottles, or is working on coal mining and steel forging.

5. I did not look at the work of any other modder before starting my mod. I have not stolen any scripts, any textures, anything. All of this work is my own.

6. I did not intend to make enemies when I released this. I had no ideas you guys would be so volatile to a new mod, I thought you might actually like having more to choose from.

Good day.

-Builder

I have no problem with your mod, I do not believe it is stolen, but it was released on a forum with the main content of your mod already made into mods., also more metals and forging is being added in the Content mod along with glass production and glass products such as bottles to bottle water.
08.07.07 10:41:07 pm
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Delamore
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Oh just found this
"Quote"
I also appear to be the only person with full knowledge of both the Editor and scripting language.
"Quote"
You posted on the facepunch forums that you are the only one that seems to have full knowledge of the editer and scripting system, while there are mods that show otherwise.
08.07.07 10:49:37 pm
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Builder2-0
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Delamore has written:
Oh just found this
"Quote"
I also appear to be the only person with full knowledge of both the Editor and scripting language.
"Quote"
You posted on the facepunch forums that you are the only one that seems to have full knowledge of the editer and scripting system, while there are mods that show otherwise.

Hello again, dear Delamore. Do you really enjoy tormenting me that much? And about the quote, yes, I do appear to be the only person on *Facepunch* with full knowledge of the Editor and scripting system.

However, if you notice, I'm not asking for help with my scripting. I'm asking if there is such a command. I can't find any, even with my knowledge of the scripting system. I've looked through the german website, I've looked through the game's scripts, I've looked all over, and I still cannot find a way to increase a skill when you hit something.

Furthermore, I feel you are jealous. Are you not the person building the "Content Mod", and yet, how much work do you have to show for it? I believe I only saw a sledgehammer (minor tweaks to a hammer), clippers (minor tweaks to a scyth), and a few other "minor tweaks".

If you have a problem with me, it's not my fault. It's yours. I do not have a problem with you, nor anyone else. I'm not sure why you hate me so goddamn much. All I'm trying to do is provide another option to the Stranded II community, another mod.

Is that so bad? Read my quote again. I have stolen nothing from any of the other mods, I have not looked at any other mod's scripting.

Now, if you really want, I will delete my thread, leave this forum, and facepunch, and never post an update to my mod again.

I am sorry Delamore. I had no idea you were such an asshole to people trying to make games a bit better.

-Builder
08.07.07 10:57:12 pm
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Builder2-0
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EwokChieftain has written:
I cannot see any offense in your mod, too.
Desu, keep in mind: the whole modding of Stranded II is a leisure activity. If one mod introduces features that are similar to another, I would rather call it "cross-fertilisation" here than stealing.
Builder2-0 has written:
Point me to a mod that adds forging, or allows you to refill water bottles, or is working on coal mining and steel forging.

You cannot add forging to Stranded II because in Stranded II you can already forge things
A "bottling system", as you call it, is also included in the Extension Mod. But it's nothing too extraordinary after all - on the contrary, it rather strikes one how odd that is in S2 that bottles come out of nowhere - and its creator, Bizzl, obviously does not feel offended.

Thank you for not assaulting me, however, you obviously misunderstood my "forging" script. You can *combine* things in Stranded II, not forge them. Currently it's quite streamlined, but still very rough due to need of models (luckily, I've got a friend who's helping me with some of the models).

The basic premise is this. There are some items that can only be forged when standing next to a fire & holding a hammer, opening the combination menu, and combining the selected items. They will then be "forged" through a process. If you are not standing next to a fire or holding a hammer, the items will not be forged.

Currently bullets, a flintlock firing system, a flintlock barrel, and a sword can be forged.

I am aiming to add:

-Steel Bar (2 coal dust + 2 iron bar)
-All versions of normal iron tools in steel + a steel hammer
-Steel weapons, including steel arrows
-Copper weapons & tools, including copper arrows
-Various other forgeable items

I honestly don't see why Delamore, or Desu, hates me so much. All I'm trying to do I add more OPTIONS. And thank you for pointing me to the extension mod, it seems I've been corrected. I was unaware there was such a mod in progress. Very nice work.

However, I'm still working on my mod, and I'm still improving it. Currently you cannot forge bottles, but I'm working on that.

-Builder

Admin/mod comment:

Please do not double-post /EwokChieftain
09.07.07 12:01:34 am
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Delamore
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Builder2-0 has written:
Delamore has written:
Oh just found this
"Quote"
I also appear to be the only person with full knowledge of both the Editor and scripting language.
"Quote"
You posted on the facepunch forums that you are the only one that seems to have full knowledge of the editer and scripting system, while there are mods that show otherwise.

Hello again, dear Delamore. Do you really enjoy tormenting me that much? And about the quote, yes, I do appear to be the only person on *Facepunch* with full knowledge of the Editor and scripting system.

However, if you notice, I'm not asking for help with my scripting. I'm asking if there is such a command. I can't find any, even with my knowledge of the scripting system. I've looked through the german website, I've looked through the game's scripts, I've looked all over, and I still cannot find a way to increase a skill when you hit something.

Furthermore, I feel you are jealous. Are you not the person building the "Content Mod", and yet, how much work do you have to show for it? I believe I only saw a sledgehammer (minor tweaks to a hammer), clippers (minor tweaks to a scyth), and a few other "minor tweaks".

If you have a problem with me, it's not my fault. It's yours. I do not have a problem with you, nor anyone else. I'm not sure why you hate me so goddamn much. All I'm trying to do is provide another option to the Stranded II community, another mod.

Is that so bad? Read my quote again. I have stolen nothing from any of the other mods, I have not looked at any other mod's scripting.

Now, if you really want, I will delete my thread, leave this forum, and facepunch, and never post an update to my mod again.

I am sorry Delamore. I had no idea you were such an asshole to people trying to make games a bit better.

-Builder


That was me using my time untill I had a complete team to start on the mod, also most of them were requests by people on the IRC channel.
10.07.07 03:07:15 pm
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jA_cOp
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A "bottling system"?

Don't make me laugh, that's hardly adding two lines for every drinkable liquid.

Builder2-0 has written:
I also appear to be the only person with full knowledge of both the Editor and scripting language.


Get over yourself

Builder2-0 has written:
However, I'm not sure if there is any way to detect the player *hitting* a stone. Specifically hitting a stone.


s2 cmd on:impact
s2 cmd impact_class
s2 cmd impact_id
edited 1×, last 10.07.07 03:54:19 pm
10.07.07 07:31:12 pm
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Guest
How can I set existing skill? I'm trying:

setskill Planting,100

but it makes new Planting skill
Help!
10.07.07 07:44:56 pm
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jA_cOp
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Guest has written:
How can I set existing skill? I'm trying:

setskill Planting,100

but it makes new Planting skill
Help!


Try putting planting in quotes:
Code:
1
setskill "planting",100;
11.07.07 03:42:27 pm
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Guest
Doesn't work
13.07.07 09:44:44 am
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Builder2-0
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Is there a list anywhere of the various "image ID"s? I am trying to get the command "image ID" to work properly, but no matter what form of

image 1

I try, it always says "cannot load image 0" or something like that. I've tried brackets, parantheses, quotes. I even tried leaving OUT the ID. That alteast said "cannot load image 110" (?). Does anyone know what I need to type?

It's annoying the hell out of me. It seems like such a simple command, but its being a pain in the ass. I've got everything else working, it just won't accept the damn ID.

-Builder
13.07.07 11:29:32 am
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AdidasOFC1
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you have to give the ID, the path where the image is (relative to the mod-folder) and the position where it should be.
image ID, "Image", X, Y
The ID has to be between 0 and 39.
If the id is 0-19, the image will be shown behind th other ones. If the id is 20-39, the image will be in the foreground.
Ban reason: Hijacked account /DC
13.07.07 10:04:27 pm
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Builder2-0
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banane has written:
you have to give the ID, the path where the image is (relative to the mod-folder) and the position where it should be.
image ID, "Image", X, Y
The ID has to be between 0 and 39.
If the id is 0-19, the image will be shown behind th other ones. If the id is 20-39, the image will be in the foreground.

*sigh* Yes, I'm not blind, and I'm aware of something wonderful could "Google Translate". And hell, even if I wasn't, English is a Germanic language. It's not that hard to *guess* what the command list is saying.

Code:
1
image ("39"), “Stranded II\sys\gfx\bigbutton_over.bmp”, 110, 90, 1;


That is the command. According to everything I've read, that is what I need. However, it's not working. Whenever I try and use the menu, the game crashes to desktop and I get the error:

Unable to display Image 0

It does that for *all* IDs I've tried. I've tried leaving out quotes, leaving out parantheses, but then it claims that its not an ID and that the comma should be a colon or whatever. It's annoying the hell out of me. I just want it so that when I mouse over a goddamn cscr_image it changes from dark wood to light wood, and I *think* this is the command I need. BUT IT WON'T WORK. *smashes head into desk repeatedly*

-Builder

-Builder
13.07.07 10:08:17 pm
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bizzl
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Code:
1
s2:image 39, “Stranded II\sys\gfx\bigbutton_over.bmp”, 110, 90, 1;

ID must be an Integer, like X or Y. You used a string. Perhaps that was the problem.
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13.07.07 10:10:58 pm
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Builder2-0
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bizzl has written:
Code:
1
s2:image 39, “Stranded II\sys\gfx\bigbutton_over.bmp”, 110, 90, 1;

ID must be an Integer, like X or Y. You used a string. Perhaps that was the problem.

*shakes head* No, I tried that. It got pissed at me, spit two errors at me from the console, and refused to work:

1. Claimed that "ID" must be between 0-39. (WTF?)
2. Expecting semi-colon, instead of comma! (WTF?)

-Builder
13.07.07 10:28:12 pm
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bizzl
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1. try some lower ID, e.g. 35 or something
2. Remove the Masked Parameter.
Haven't got a Windows Box up and running, else I could test it myself...
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13.07.07 10:50:27 pm
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Builder2-0
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bizzl has written:
1. try some lower ID, e.g. 35 or something
2. Remove the Masked Parameter.
Haven't got a Windows Box up and running, else I could test it myself...

I've tried random IDs, I've tried IDs that shouldn't work (just to make sure that they DON'T work), I've tried IDs that *should* work (and found that they DON'T work), and I've tried IDs reversed, backward, upside down, left to right, right to left, IDs written in text, *sigh*.

I just got so fed up with it I spent like 3 hours doing literally EVERYTHING. However, I'll try removing the masked parameter. Maybe that'll help.

EDIT: *sigh* Not even that helped. I have no idea what's wrong with it. I feel like I'm missing something, like an ID list for all the pictures. I tried opening the pictures in notepad, to see if there was some sort of "hidden code" linked onto them someway, but found nothing. No matter what I try, it always returns:

Unable to find Image 0

-Builder
edited 1×, last 13.07.07 11:05:32 pm
16.07.07 11:23:23 am
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Guest
Builder, what is this 1 at end? It shouldn't be here?
16.07.07 11:51:36 am
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bizzl
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Gast has written:
Builder, what is this 1 at end? It shouldn't be here?

you mean this:
Code:
1
image 39, “Stranded II\sys\gfx\bigbutton_over.bmp”, 110, 90, [b]1[/b];

It tells Stranded that it should interpret RGB(255,0,255) as tranparent.
If you would have read the last post you would have noticed that it doesn't seem to mak any difference...

@Builder: ARGH! I found your problem, and I have no idea why I didn't found it earlier The path to the image has to be sys\gfx\bigbutton_over.bmp, not Stranded II\sys\gfx\bigbutton_over.bmp
All file operations are made relative to the mods root directory (e.g. mods/Stranded II), not the mod directory.

Also, ID=39 gave me an "semicolon expected" error. However, ID=38 works fine...
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16.07.07 11:53:00 pm
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Builder2-0
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bizzl has written:
Gast has written:
Builder, what is this 1 at end? It shouldn't be here?

you mean this:
Code:
1
image 39, “Stranded II\sys\gfx\bigbutton_over.bmp”, 110, 90, [b]1[/b];

It tells Stranded that it should interpret RGB(255,0,255) as tranparent.
If you would have read the last post you would have noticed that it doesn't seem to mak any difference...

@Builder: ARGH! I found your problem, and I have no idea why I didn't found it earlier The path to the image has to be sys\gfx\bigbutton_over.bmp, not Stranded II\sys\gfx\bigbutton_over.bmp
All file operations are made relative to the mods root directory (e.g. mods/Stranded II), not the mod directory.

Also, ID=39 gave me an "semicolon expected" error. However, ID=38 works fine...

Holy shit, you gotta be kidding me! I tried that thousands of times, and it told me it couldn't find the goddamn *image* (not ID, image)! I'll check it later today, if it works, you Sir win the Internetz. Yea, all of it.

EDIT: *sigh* I finally get the stupid command to work, with your help, only to discover that I fail at translating German. *sigh* That command didn't do anything CLOSE to what I had expected. Does anyone know a command that will have an effect similar to the Main Menu? IE: When you mouse over an image, that image is shifted to a different image? In this case, the "bigbutton.bmp" becomes (or unviels) a "bigbutton_over.bmp". I've the text lighting up, that was rather simple as there is a command for it. But I can't find a command for getting an image to "swap out" or change when you mouse over it.

-Builder
edited 2×, last 17.07.07 09:39:22 am
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