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Englisch S.O.S.

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alt Re: S.O.S.

jauke
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Vibhor hat geschrieben
Liked the idea of taking leaves from trees by using them
but a suggestion
we should be able to take leaves by climbing the tree and then using the top area
and by using wood we would get bark and if we do it too much the tree would become thin and if we cut it now it would only give branches


You''re absolutely right , but there is a problem :
A tree is one object , you cant get trees witch are 2 objects above eachother, because than those two parst won't spawn at the same place at a random game.
And about the wood : This is also a good idea and i've already tried to work it out , but it was quite a lot of work to make models which are a thinner , so i desided to do it later.
Thanks for the idea's

alt Re: S.O.S.

Vectarrio
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Look at the script of banana palm or grapevine, and do the same with trees: spawn leaves. And make on:start HUGE leaves spawn.

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jauke
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Good idea , i'm going to give it a shot,
I hope the leaves will spawn correctly

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DJ-Menj
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Good mod.And you made remix of Stranded II music?

alt Re: S.O.S.

jauke
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DJ-Menj hat geschrieben
Good mod.And you made remix of Stranded II music?


Thanks for the positive reaction , you're not the first And the remix of the original music is pretty cool huh
(If you want it too , ask me ,then i will send you )

For vectar666 :
The leaves spawned , but
-they grow one at the time
-they don't grow naturaly , theyre fully grown in one moment
-Climbing in a tree is a bit hard :

So i'm continueing with the old idea of picking leaves.
But thanks for the good idea's

alt Re: S.O.S.

Hazy
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I played around for a while and found that many of the building required vines, which in most cases i struggled to get

alt Re: S.O.S.

jauke
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hazy707 hat geschrieben
I played around for a while and found that many of the building required vines, which in most cases i struggled to get


You do know that you can gain vines by "using" a "vinetree" ?
After using it , a new object will be created :
A vinetree without vines. A couple of days later you can use it again and find vines again.( That's when you can see the vines hanging in the tree)
It's true , they're a bit hard to get , but thats realistic don't you think
1× editiert, zuletzt 10.01.10 17:21:01

alt Re: S.O.S.

amstel bier9
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i like the thing you can catch animals like spiders by useing them...
and i like the palm tree too...!
and when you cut a tree you see the tree fall down..:D

alt Re: S.O.S.

Psytechnic
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jauke hat geschrieben
This is also a good idea and I've already tried to work it out , but it was quite a lot of work to make models which are a thinner , so I decided to do it later.
Thanks for the idea's


(I'm tough on grammar and spelling.)

As for thinning, would it be possible to change the scale variable of the tree on use? I think the scale variable can be defined like this

scale=<a number> >>
Model X, Y and Z Dist * <a number> = visible model size

But you can also define as
scale=<x scale>,<y scale>,<z scale>
Ref >> http://www.strandedonline.de/s2_definitions.php#items

So you could actually duplicate the tree with a smaller x and z value to thin it...

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jauke
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Thanks for the helping hand , i appreciate that, but i already have a good solve for this problem.

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Psytechnic
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Well, that code might be useful to someone. As for your solution, could you post it please? You never know if a script can be utilised elsewhere and I'm sure the community would appreciate it.

alt Re: S.O.S.

filfer
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i don't recommend the scale function, as it doesn't work on units and it creates a lot of bugs later on.

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Psytechnic
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filfer hat geschrieben
i don't recommend the scale function, as it doesn't work on units and it creates a lot of bugs later on.


Bugs? Any examples? (People might be able to avoid errors.)

alt Re: S.O.S.

filfer
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Psytechnic hat geschrieben
filfer hat geschrieben
i don't recommend the scale function, as it doesn't work on units and it creates a lot of bugs later on.


Bugs? Any examples? (People might be able to avoid errors.)

if you've tried this function in a mod, you'd get an error like "expecting parameter ';'/','" sometime when using this function althrough there is nothing wrong with it.

alt Re: S.O.S.

jauke
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Psytechnic hat geschrieben
Well, that code might be useful to someone. As for your solution, could you post it please? You never know if a script can be utilised elsewhere and I'm sure the community would appreciate it.


Well , my solution is less complicated than a huge script :

on:use {
     alterobject "self",2;
     process "searching for leaves",2000;
          find 342,3;
          find 342,2;
          find 342,3;
          }

And on "object" 2 you make this script :

on:changeday {
          alterobject "self",3;
          }

And on "object" 3 you make this script :

on:changeday {
          alterobject "self",1;
          }

alt Re: S.O.S.

Psytechnic
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jauke hat geschrieben
on:use {
     alterobject "self",2;
     process "searching for leaves",2000;
          find 342,3;
          find 342,2;
          find 342,3;
          }

And on "object" 2 you make this script :

on:changeday {
          alterobject "self",3;
          }

And on "object" 3 you make this script :

on:changeday {
          alterobject "self",1;
          }


That's a good method that resembles object orientated programming! I think this could easily be used for more than just scaling. Excellent work.

EDIT: After scrutiny of your mod, I agree with this code being used to 'thin' trees and such, but using it for growing is self-defeatist. There's a lot more work involved and being that the game has a growing system, you're just wasting your effort recreating the wheel so to speak.

Maybe this code isn't that versatile...
1× editiert, zuletzt 14.01.10 23:46:28

alt Re: S.O.S.

jauke
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I think this code is awsome :
You say that it's a lot of work to use it as growing systeem , but
- It's just copy and pasting so it's going fast enough
- In my mod there are a few plants which are using this system ( The other plants were already OK)
- And still as it would be much work , what's the problem. It's still a great code

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jauke
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xeNium hat geschrieben
Remix, uh?
Witch software you used?


What do you mean ?
3D-shaper you mean ?

alt Re: S.O.S.

Psytechnic
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jauke hat geschrieben
xeNium hat geschrieben
Remix, uh?
Witch software you used?


What do you mean ?
3D-shaper you mean ?


I think he means what audio software are you using to make the musical remixes. Then again, with the abundance of free audio editors/converters, the question is quite redundant. You could use damn near anything. A fine example would be the FOSS (Free Open Source Software) BoncEnc (google it) and Audacity. That's really basic, but it would do the job (that's equivalent of using paint for high quality images). There's loads that you can use, but if you're going for really professional results, you either put in the extra effort on free software or buy some professional software.
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