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Englisch Scripting Questions

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alt Re: Scripting Questions

HudaJan
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Is it somehow possible to create, edit, or at least view unit's "behaviour"?
And could someone make list of all behaviour? Cause I could see, that in one .inf, there is "standandshoot" and it is unused so are there more unused behaviours? Thx

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Flying Lizard
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it's not possible to create or edit behaviours themselves, but you can of course change the behaviour of a unit.

You can find a list of all behaviours here , allthough it is in german.

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HudaJan
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that's pity it's in german, but thanks though
And now: I found script ai_signal. But I have seen only example "eat". What else I can attach to script ai_signal please?

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Gradir
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HudaJan: try to search for your answer a bit before asking. Flying Lizard showed you the site where you can find most answers for your questions, probably.
Here you can find list and description of all commands, including s2 cmd ai_signal

it's in german, but there are some free translators, like this one:
http://www.online-translator.com/text.asp?lang=en


About the animations:
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die

and I suppose there is no way to add another one, lets say, which would start on a trigger?

Plus, could you tell me when is ani_use triggered? When an unit uses something or when IT is used? Thanks

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bizzl
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Gradir hat geschrieben
About the animations:
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die

and I suppose there is no way to add another one, lets say, which would start on a trigger?

sure you can, with s2 cmd loadani and s2 cmd animate

Gradir hat geschrieben
Plus, could you tell me when is ani_use triggered? When an unit uses something or when IT is used? Thanks

afair whenever a unit eats something

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Gast

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I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?

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Uranium235
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Guest hat geschrieben
I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?


i dont think so...

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Brandon
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You have two ways.

1. click the unit you want to add a state. And click "+" button next to the "state". That's it.

2. on:start {
addstate "number you want";
}

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bizzl
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Gast hat geschrieben
I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?

check with s2 cmd inrange if the building is near the fire, and exchange the fire state through the eternal fire state if needed.
It isn't perfect, but I should work most of the time.

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Uranium235
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i wanted to make a certain creature/animal tamable so that i can ride it. Now that i know how to make something tamable (ty Brandon) is there anyway to make it so that i can ride it when its tame?

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DC
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yes. you have to add a script to the definition script of the unit you want to make rideable (mods/Stranded II/sys/units.inf):
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on:use { 
	if (gotstate("self","tame")) {
		ride;
	}
}

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E_net4
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I have a question my self.
I searched the website for a list of events and couldn't find one. It's because I want a turtle to get immediatly killed at the beginning of the map.

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bizzl
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E_net4 hat geschrieben
Huh, yes? That just tells me the syntax of an event.

Beneath the Heading "Ereignisse" there is a full listing of all system events

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Brandon
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What is children and parents in script?
Same thing as $tmp?

I made CS map, and I want explosion for it.
What should I do for "???"

on: ??? {
if ($C4){explosion $x,$y,$z;}
}
2× editiert, zuletzt 25.02.08 09:52:06

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Alphawar
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ok i just want to know.

is the tree house done with scripts??

if so would you beable to make it that you could build an expansion onto a building using a simular script??
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