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English Scripting Questions

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old Re: Scripting Questions

lint35
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Vectar666 has written
You don't need >loadmap, if you are using quickload
I deleted loadmap from the scripts and now it won't go back to any other island except the one where you autosaved at when talking to the transport guy.

old Re: Scripting Questions

lint35
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This is not working... As you can see I tried loadmap and savemap on my first posts could please atleast test it before you post your answer as I am running around in circles and this is starting to frustrate me

old Re: Scripting Questions

xxxBobxxx
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I'm a noob scripter and im having troble with the following script:
on:trigger {
diary "title" [",15"];
}
I set up a diary entry to an aerial triger but when I activate it an error pops up telling me it is expecting a semicolon right after the semicolon (this happens with multiple semicolons).
I also need to know how to stop the trigger after it has been activated.

old Re: Scripting Questions

dRelix
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Ok i can Not for the life of me figure out how to make a "store" i make the native and i load up the "random_char_native.s2s" script but i cant talk to the native that i make... nothing happens when i press my use key by him.

Oh yeah i Know Nothing of scripting i mean NOTHING i probly couldnt even script what a rock dous

old Re: Scripting Questions

maximusventriu
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Here's some tips from me for Our new Scripter friend here. i would suggest you to dig the adventure map (map02 until map06) and try to learn something interesting there.

it's an attached library i should say.


Btw... here's what i got from the adventure map
it's about the diary entry.

on:trigger {
     diary "name of the entry","the s2s format directory","the tittle of the text that you want to pop up if the trigger activated";
     free "self";
}


to tell the truth... i don't even know what the free "self"; means

but it works fine in my map.
edited 2×, last 25.02.10 03:03:09 pm

old Re: Scripting Questions

xxxBobxxx
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thank you for your help. though it didn't work for some reason. when I used the .s2s file to do it I had the same problem so im going back to useing the text box here
I'm going to try to decribe my problem better though.
ok this is the format I used
on:trigger {
diary "name of entry" [",text box ID number"];
free "self";
}
when I test the map i go into the trigger area and an error message pops up telling me that s2 is expecting a semicolon in the column right after the the existing semicolon. if I put in another ; as such:
on:trigger {
diary "name of entry" [",text box ID number"];;
free "self";
}
it tells me it expects a ; after the ; I just put in, and so on. when i exit out of the error massage i see that the diary entry did come up but when i exit out of the diary then about 1 second latter the same error massage and diary entry come up. this happens everywhere within the range of the trigger. I have tried everything I could think of, including changing the documentation, and it still happens. Please help!

edit

never mind.
after a lot more fooling around (mostly copy/paste) I was able to make a .s2s file that worked properly, although im still courious as to why the text box script wasn't working.
edited 1×, last 25.02.10 07:02:41 pm

old Re: Scripting Questions

dRelix
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dRelix has written
Ok i can Not for the life of me figure out how to make a "store" i make the native and i load up the "random_char_native.s2s" script but i cant talk to the native that i make... nothing happens when i press my use key by him.

Oh yeah i Know Nothing of scripting i mean NOTHING i probly couldnt even script what a rock dous



Ok i think i figured it out i was reading other topics trying to find anything bout tilting obj and what not it is:

on:use
(then script)

Correct me if i am wrong please and ty

old Re: Scripting Questions

dRelix
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Vibhor has written
it would be like
on:use
loadfile "File" [,"Part"]
s2 cmd loadfile

oh ok so like
On:use
load "the file name/loc here?" [,"what goes here. just part?"


like i said i know nothing bout scripting.. you gotta dumby it down if you can. plz and ty

old Re: Scripting Questions

Vibhor
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@V666
That way didnt work for me when i first tried it
I made a chieftain then added the shopping script of random native to it with an event
and when i used it,it gave nothing

old Re: Scripting Questions

Someone Evil
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Vibhor has written
@V666
That way didnt work for me when i first tried it
I made a chieftain then added the shopping script of random native to it with an event
and when i used it,it gave nothing

Well, it should look like this
1
2
3
on:use {
load "filepath\file name","script part";
}

- filename must be with extension.
- scriptpart is what part of the script it is
- Seperated with //~*part name*

old Re: Scripting Questions

dRelix
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Quote
Quote
Well, it should look like this
1
2
3
on:use {
load "filepath\file name","script part";
}

- filename must be with extension.
- scriptpart is what part of the script it is
- Seperated with //~*part name*


ok i couldnt get it to work what i put in was
1
2
3
on:use {
load "where the script is located\script files name","i tried a few things here";
}

the script i was trying to load was the random native one.
and im still not realy sure what i gotta be putting in the script part?
edited 1×, last 26.02.10 03:37:05 pm

old Re: Scripting Questions

xxxBobxxx
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Quote
dRelix has written
Ok i can Not for the life of me figure out how to make a "store" i make the native and i load up the "random_char_native.s2s" script but i cant talk to the native that i make... nothing happens when i press my use key by him.

Oh yeah i Know Nothing of scripting i mean NOTHING i probly couldnt even script what a rock dous


I had the same problem that you did at first, but I eventually figured out that you have to leave the "random_char_native.s2s" alone. this is what I did: in the script part of the native unit I used the "import script button" and imported the file "mods/strandedII/sys/scripts/random_charscripts.s2s" then I deleted everything except:
//~native
on:use {
     dialogue "start","sys/scripts/random_char_native.s2s";
}
and it worked perfectly
hope this helps

old Re: Scripting Questions

dRelix
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Quote
xxxBobxxx has written
dRelix has written
Ok i can Not for the life of me figure out how to make a "store" i make the native and i load up the "random_char_native.s2s" script but i cant talk to the native that i make... nothing happens when i press my use key by him.

Oh yeah i Know Nothing of scripting i mean NOTHING i probly couldnt even script what a rock dous


I had the same problem that you did at first, but I eventually figured out that you have to leave the "random_char_native.s2s" alone. this is what I did: in the script part of the native unit I used the "import script button" and imported the file "mods/strandedII/sys/scripts/random_charscripts.s2s" then I deleted everything except:
//~native
on:use {
     dialogue "start","sys/scripts/random_char_native.s2s";
}
and it worked perfectly
hope this helps

Omg Thank you dude. i had almosed given up hope at finishing my map. ty sooooooo much

Ok now im wondering if i make a copy of that file change then name and edit the things they buy/sell that would be the way to go right?

old Re: Scripting Questions

lint35
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Quote
I need some help with the camera info, I want to make a menu "video" with the cameras in the editor. Could someone please explain how I could do so? thanks
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