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Englisch Scripting Questions

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alt Re: Scripting Questions

garfield751
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i guess ill have to change my plans then... i just wish there is a way to make that boat move so i dont have to think up of something else

alt To make a unit follow a path

Gast

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Unit Path Follow script ,I think it will make the unit go back and forward between the waypont numbers you set


on:start {
local $i;
$i= currentid();
unitpath $i,1,2,3,4,5,1; //Or any other
freevar $i;
}

//fired when last node in path reached.
//in this case, 5.
on:node0005 {
local $i;
$i= currentid();
unitpath $i,1,2,3,4,5,1; //Or any other, restart with last point!
freevar $i;
}

alt pitch for cannon

Gast

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I have made a cannon useing "kidnapmod" turret,script and it fires a cannonball,But the only way it can be aimed is horizontally "I think it has something do do with YAW,command".So I was Wondering if a Script could be added useing "Pitch"command, to make the cannon aim upward?.

alt Re: Scripting Questions

Flying Lizard
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@jimi
you'd have to get the pitch pf the player, not of the canon.

@jockmo42
hm, I seriously have no idea, there is no command for this

alt Re: Scripting Questions

jockmo42
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Flying Lizard hat geschrieben
@jockmo42
hm, I seriously have no idea, there is no command for this


Strange, we can change terrain height in-game, but not the color of the ground?

alt Re: Scripting Questions

Flying Lizard
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jockmo42 hat geschrieben
Strange, we can change terrain height in-game, but not the color of the ground?


jup, that's how it is. Well, you can atleast not change the color of specific pixels in the colormap.

alt Re: Scripting Questions

jockmo42
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Flying Lizard hat geschrieben
jockmo42 hat geschrieben
Strange, we can change terrain height in-game, but not the color of the ground?


jup, that's how it is. Well, you can atleast not change the color of specific pixels in the colormap.


So I can change the color of non-specific pixels?

alt Re: Scripting Questions

humer
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Yes of course in editor by using the colormap. But there is no script command which changes the color of ground or "specific pixels" as Lizard said.

alt Re: Scripting Questions

jockmo42
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humer hat geschrieben
Yes of course in editor by using the colormap. But there is no script command which changes the color of ground or "specific pixels" as Lizard said.


Hmm, whatever then.

Can I make an info with it's own script and items attached, (like a fishing zone) upon the creation of an object?

Also, is it true that if you're fishing near fish, you still have a chance to catch something even if it's not a fishing zone?

And what does autofade in the object definitions mean?

alt Re: Scripting Questions

humer
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Autofade is the distance at which the object will be faded out, so you can't see it anymore.

Guenter13 hat geschrieben
you could catch fishes with a higher skill, even its not a fishing zone


Yes when your skill is high enough you don't need to fish in a fishing zone also you can use a decoy to raise your chance with a lower skillvalue.

Edit/
Sorry I didn't get your first question maybe you can retype it a little bit or explain it a bit more.

alt Re: Scripting Questions

jockmo42
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humer hat geschrieben
Autofade is the distance at which the object will be faded out, so you can't see it anymore.

Guenter13 hat geschrieben
you could catch fishes with a higher skill, even its not a fishing zone


Yes when your skill is high enough you don't need to fish in a fishing zone also you can use a decoy to raise your chance with a lower skillvalue.

Edit/
Sorry I didn't get your first question maybe you can retype it a little bit or explain it a bit more.


Well, lets say I have a building that I want to make. When it is constructed by the player in-game, a fishing zone with set values for radius, fish, and a script will be created and centered on it.

I don't know if this is possible. Oh, and my other question;

I was playing the adventure, and the diary entry for finding the fish said that I could fish anywhere there are fish, or anywhere with ripples in the water(a fishing zone).

In the ai files, the fishes have on fish scripts attached to them, so I assume that each fish is its own little fishing zone. Yet, when I try in-game to fish, I've never managed to catch one while not in a fishing zone.

EDIT: WOW. Realization. Why don't I just attach an on fish to the building!?

alt Re: Scripting Questions

humer
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Ah... okay. Sorry but it isnt't possible. I just went through all script commands.

jockmo42 hat geschrieben
Yet, when I try in-game to fish, I've never managed to catch one while not in a fishing zone.


Yeah thats right. You need to have a high skill. At first you will fish only seastars and mussels. By increasing your skill the chance for a fish will get higher and higher. To have a higher chance by low skill you can use decoys.

jockmo42 hat geschrieben
EDIT: WOW. Realization. Why don't I just attach an on fish to the building!?


A building which can be fished!? That sounds quite strange!

alt Re: Scripting Questions

jockmo42
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humer hat geschrieben
A building which can be fished!? That sounds quite strange!


Haha, all will become clear in time. Thanks for the help.

alt Re: Scripting Questions

DontKnowToScript
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he mean he want to create a fishing zone with radius
when a building is finished (like when you build a water dissilter,it makes a freshwater radius.)

alt roll

Gast

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there is "ani_move ani_idle, I need ani_move"left and right" what is the Command for this.It is so I can make a Aircraft use an animation when turninging left and right, .I am sure the Prog\rammer of Blitz has a simple code to make it work.Flying Lizard may Know?.
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