Scripting Questions
2,429 replies @lint
this is only the text displayed when clicking on the skillname.
I wanted you to send me the SCRIPT you made.
@HudaJan
first, you define with loadani an animation. you need to put the start and the end frame numbers in the parameters. This should be dine in the preload event.
Afterwards, you can start that animation anytime you want with animate. Here you've got to put in exactly the same frame numbers as in loadani.
this is only the text displayed when clicking on the skillname.
I wanted you to send me the SCRIPT you made.
@HudaJan
first, you define with loadani an animation. you need to put the start and the end frame numbers in the parameters. This should be dine in the preload event.
Afterwards, you can start that animation anytime you want with animate. Here you've got to put in exactly the same frame numbers as in loadani.
Worte sind wie Pfeile, man kann sie nicht zurücknehmen.
Hey! Thanks I've been waiting for this all day and it wasn't pointless.. as usual
New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
on:kill {
freetimers "self";
event "iskill_reading","global";
}
You mean this script..? Which one do you mean and where would it be located? o.O
freetimers "self";
event "iskill_reading","global";
}
You mean this script..? Which one do you mean and where would it be located? o.O
How can I kill objects?
I'm making some sort of prison breaking map now...
on:use {
if (playergotitem(92)>0){kill 384;}
}
then it kills unit, not a door.
----------------
thanks hudajan!
I'm making some sort of prison breaking map now...
on:use {
if (playergotitem(92)>0){kill 384;}
}
then it kills unit, not a door.
----------------
thanks hudajan!
edited 1×, last 03.04.08 04:25:32 pm
[img is too small]
Brandon has written:
How can I kill objects?
I'm making some sort of prison breaking map now...
on:use {
if (playergotitem(92)>0){kill 384;}
}
then it kills unit, not a door.
I'm making some sort of prison breaking map now...
on:use {
if (playergotitem(92)>0){kill 384;}
}
then it kills unit, not a door.
try
damage New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
freestored "item",1,4,5;
why does that not take 5 gold from the player
and what is the script to make an object invisable
why does that not take 5 gold from the player
and what is the script to make an object invisable
edited 1×, last 05.04.08 03:20:46 am
making THE CRASH adventure
05.04.08 08:03:28 am
I am having trouble trying to make a throwable item that explodes on the ground.. I can throw it but it won't explode can someone help me?
ESKARN has written:
freestored "item",1,4,5;
You have to do freestored "unit",1,4,5;
New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
lint35 has written:
I am having trouble trying to make a throwable item that explodes on the ground.. I can throw it but it won't explode can someone help me? 

try using sefthrow instead of throw, and put the explosion script into an on:impact event.
Worte sind wie Pfeile, man kann sie nicht zurücknehmen.
05.04.08 05:37:12 pm
Is there a list of available triggers?
I see some referenced in wiki, but not all. For example, in actual game scripts I see "on:ai_attack" but don't see that referenced elsewhere.
What can and can't be a trigger?
I see some referenced in wiki, but not all. For example, in actual game scripts I see "on:ai_attack" but don't see that referenced elsewhere.
What can and can't be a trigger?
05.04.08 06:41:50 pm
I want to put some coconut palms at the start point. They should have coconuts on them right away, rather than having to age to get them.
How do I force a plant to get fruit on day 1?
How do I force a plant to get fruit on day 1?
bizzl has written:
Code:
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[b]start[/b] - at the start of the map (except when loading a game booth)
[b]load[/b] - loading the map (whether starting or playing status)
[b]presave[/b] - before saving a game booth
[b]postsave[/b] - after saving a game booth
[b]create[/b] - when creating (only during the game, not at the shop)
[b]use[/b] - Use the Modify button / Items on the use inventory
[b]hit[/b] - for damage caused by the player
[b]kill[/b] - for destruction / murder
[b]collect[/b] - when picked up an item with the Use button
[b]drop[/b] - while away a Items
[b]trigger[/b] - if the conditions of a trigger info met
[b]changeday[/b] - at the daily exchange at 00:00 pm
[b]sleep[/b] - sleep when
[b]dig[/b] - will use a groundbreak (= behaviour spade) for all nearby objects triggered
[b]fish[/b] - will use an Angel (= fishingrod behaviour) for all nearby objects triggered
[b]useground[/b] - Use of Soil
[b]usesea[/b] - Use of Water
[b]impact[/b] - at the meeting with a weapon (used in weapons and ammunition triggered)
[b]timer[/b] - at the end a timer
[b]getoff[/b] - at the downswing (of vehicles / mounts)
[b]attack1[/b] - Use Items as a tool / weapon with the left mouse button
[b]attack2[/b] - Use Items as a tool / weapon with the right mouse button
[b]ai_attack[/b] - if the player from a unit is attacked
[b]ai_idle1[/b] - when playing the animation Idle 1 (at Units)
[b]ai_idle2[/b] - when playing the animation Idle 2 (in units)
[b]ai_idle3[/b] - when playing the animation Idle 3 (in units)
[b]nodeXXXX[/b] - if a unit, which follows a path that information with ID XXXX in the path reached (at the unit executed)
[b]reach[/b] - if one unit, which follows a path, a path reached in Vienna (Vienna when executed)
[b]selectplace[/b] - click on the terrain placement mode
[b]cracklock_success[/b] - the successful cracking of a lock
[b]cracklock_failure[/b] - in a failed attempt Schlossknack
[b]build_setup[/b] - when choosing a building in the building list
[b]build_start[/b] - while creating a construction site
[b]build_finish[/b] - in a building Finish
[b]keyhitXX[/b] - when you press a script Keys (game.inf only in the script)
[b]keydownXX[/b] - beim Gedrückthalten eines Scriptkeys (nur im game.inf-Script)
[b]keydownXX[/b] - while holding down a script Keys (game.inf only in the script)
[b]keyreleaseXX[/b] - when you release a script Keys (game.inf only in the script)
[b]spawn[/b] - at Spawnen on a spawn Control
[b]addstate[/b] - adding a States
[b]freestate[/b] - removing a States
[b]separate[/b] - at a meeting attached Items
[b]edset[/b] - when an object is placed in the editor
[b]inhand[/b] - when an item in the hand is taken (by the Item)
[b]noammo[/b] - at the shooting without ammunition (for the weapons-Item)
[b]load[/b] - loading the map (whether starting or playing status)
[b]presave[/b] - before saving a game booth
[b]postsave[/b] - after saving a game booth
[b]create[/b] - when creating (only during the game, not at the shop)
[b]use[/b] - Use the Modify button / Items on the use inventory
[b]hit[/b] - for damage caused by the player
[b]kill[/b] - for destruction / murder
[b]collect[/b] - when picked up an item with the Use button
[b]drop[/b] - while away a Items
[b]trigger[/b] - if the conditions of a trigger info met
[b]changeday[/b] - at the daily exchange at 00:00 pm
[b]sleep[/b] - sleep when
[b]dig[/b] - will use a groundbreak (= behaviour spade) for all nearby objects triggered
[b]fish[/b] - will use an Angel (= fishingrod behaviour) for all nearby objects triggered
[b]useground[/b] - Use of Soil
[b]usesea[/b] - Use of Water
[b]impact[/b] - at the meeting with a weapon (used in weapons and ammunition triggered)
[b]timer[/b] - at the end a timer
[b]getoff[/b] - at the downswing (of vehicles / mounts)
[b]attack1[/b] - Use Items as a tool / weapon with the left mouse button
[b]attack2[/b] - Use Items as a tool / weapon with the right mouse button
[b]ai_attack[/b] - if the player from a unit is attacked
[b]ai_idle1[/b] - when playing the animation Idle 1 (at Units)
[b]ai_idle2[/b] - when playing the animation Idle 2 (in units)
[b]ai_idle3[/b] - when playing the animation Idle 3 (in units)
[b]nodeXXXX[/b] - if a unit, which follows a path that information with ID XXXX in the path reached (at the unit executed)
[b]reach[/b] - if one unit, which follows a path, a path reached in Vienna (Vienna when executed)
[b]selectplace[/b] - click on the terrain placement mode
[b]cracklock_success[/b] - the successful cracking of a lock
[b]cracklock_failure[/b] - in a failed attempt Schlossknack
[b]build_setup[/b] - when choosing a building in the building list
[b]build_start[/b] - while creating a construction site
[b]build_finish[/b] - in a building Finish
[b]keyhitXX[/b] - when you press a script Keys (game.inf only in the script)
[b]keydownXX[/b] - beim Gedrückthalten eines Scriptkeys (nur im game.inf-Script)
[b]keydownXX[/b] - while holding down a script Keys (game.inf only in the script)
[b]keyreleaseXX[/b] - when you release a script Keys (game.inf only in the script)
[b]spawn[/b] - at Spawnen on a spawn Control
[b]addstate[/b] - adding a States
[b]freestate[/b] - removing a States
[b]separate[/b] - at a meeting attached Items
[b]edset[/b] - when an object is placed in the editor
[b]inhand[/b] - when an item in the hand is taken (by the Item)
[b]noammo[/b] - at the shooting without ammunition (for the weapons-Item)
New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
Flying Lizard has written:
try using sefthrow instead of throw, and put the explosion script into an on:impact event.
lint35 has written:
I am having trouble trying to make a throwable item that explodes on the ground.. I can throw it but it won't explode can someone help me? 

try using sefthrow instead of throw, and put the explosion script into an on:impact event.
What's the explosion script?
New version of "Kidnap mod" I'm sorry to everyone who asked me for permission to use my stuff by PMs, I hadn't been online for a long time. Anyone can use it without permission
Guest
i just made a map and i want a fort to bascally blow up when you get a distance away how do i do that
if you can tell me a script i can use on the palisides, walls, and other things in my map's fort that would be great
if you can tell me a script i can use on the palisides, walls, and other things in my map's fort that would be great
Guest
me english not very good but i try explain
i make map and i want npcs i put can trade like in random island game mode
please tell i want know script thing for it
i make map and i want npcs i put can trade like in random island game mode
please tell i want know script thing for it
new map making guest
on:start {
msg "im gonna kill everything!";
}
how do i make the message stay longer
msg "im gonna kill everything!";
}
how do i make the message stay longer











