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old Suggest new commands for S2script!

Builder2-0
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With the source code available, it is possible to compile a new version of Stranded II, with far more s2script commands. This new version of Stranded II would be fully compatible with all current mods, but also allow new mods a great deal more freedom when scripting.

For ease of use, let's call this project "Stranded II - Enhanced".

I feel the need to emphasis this point; this IS NOT A MOD. It is a replacement for the current "Stranded II.exe"

Furthermore, this is not a thread to suggest "kiwis should be slower", or "goodyear bimps should be mandatory on all islands", or "rocket chainsaws need to be added", or "halp how do I mine 4 fish", or "why is desk not working1!1!11", or "dc should make stranded III an mmorpgrtsfps".

This is a thread to suggest new Stranded II scripting commands to include in the new executable. If this means nothing to you:

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on:timer {
          if (health("self")>0){
               if ($ifespan<20) {
                    ai_mode "self","goto","unit","1";
                    ai_center;
          }

...then you should not be in this thread.

So. With all that said, I could use some suggestions for new Stranded II commands.

For example;

sqr("value")
Takes a value, returns the square root of value.
ie; sqr(25) = 5

But don't just make it mathematical commands please. If you ever sat down to script something and ended up saying "Damn, there is no way to do this", then here is your chance to make it possible!

NOTE: I will also attempt to expose more of the engine to the scripting language. Things like changing the main menu, or any of the menus, or making new menus, ect, all through S2script.

old Re: Suggest new commands for S2script!

aimeewilbury
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What I would do is create a new behavior thingy, "amphibious vehicle", which you can drive both on land and on top of the water without it either getting stuck or dying.

I hope this makes sense.

old Re: Suggest new commands for S2script!

DontKnowToScript
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i would suggest a command for mega-coronas,because if you make a large corona in regular command,it only drops a ray or two,not more.
edit:by the way,sqare root is not useful,you can even do it in your mind. (or you mean a specific variable,that you cant change throughout the game,because no
command of changing game files?im confused...)
edit:meh i remember anything about a second after i post.. but:how to rewrite teh strandedII.exe?i cannot change the file type or edit it in this state.
dorry for editing so much..

old Re: Suggest new commands for S2script!

Tau
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I'd suggest the possibility to change healthsystem in game.inf to 0. This would mean there's neither an energy bar nor any other bars. healthsystem=0 doesn't have an effect right now and this annoys me. But as Mc Leaf will release his SC modifications soon, we should rather ask him than creating another mod.

old closed Re: Suggest new commands for S2script!

Vibhor
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You could make it a multiplayer and add a few more persons to this project

Just like aimeewilbury and hover car will be cool

there should be a city mode too

If this all means nothing to you builder i will never post in this thread(actually many people will like it right?)

old Re: Suggest new commands for S2script!

bezmolvie
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You did take that script from me. Thanks. I missed a l in $ifespan. should be lifespan. Anyway, how about animations for objects? I'm making a water wheel and need it to spin. I thought about spawning a unit where the object is but I'd like it simpler in the future. And an option in the editor to make a "watermap", so somthing low that should have water dosn't, or vice-versa

old Re: Suggest new commands for S2script!

NP_Beta
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vibhor you didnt understand what he said. hw said there should be new scripting-commands (like new behavior or something other). but whats the first you suggest? a mp, of course. what else. please, dont post here again.


well builder, the main problem is the completness of the scripting system and the commands. there are not so much things which are not in s2 already.
i already thought about it but i didnt find any command what would be really important or maybe interesting. of course some new behaviors would be interesting but not really necassery.
only thing what would be nice is grow for trees or plants. so that every daychange every plant would grow. but its just an idea and more a gag than really a necassery thing.

sry for my english but im really tired.

old Re: Suggest new commands for S2script!

Builder2-0
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Bloodshot has written
You did take that script from me. Thanks. I missed a l in $ifespan. should be lifespan. Anyway, how about animations for objects? I'm making a water wheel and need it to spin. I thought about spawning a unit where the object is but I'd like it simpler in the future. And an option in the editor to make a "watermap", so somthing low that should have water dosn't, or vice-versa

Water map isn't worth the time and wouldn't make sense with terrain deformation.

Animations for objects, possibly. I'll look into how animations are handled.
edited 1×, last 11.07.09 01:50:00 pm

old Re: Suggest new commands for S2script!

Builder2-0
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nmG has written
I'd suggest the possibility to change healthsystem in game.inf to 0. This would mean there's neither an energy bar nor any other bars. healthsystem=0 doesn't have an effect right now and this annoys me. But as Mc Leaf will release his SC modifications soon, we should rather ask him than creating another mod.

Somehow I missed that the first time I read it.

What modifications is Mc Leaf making to the source code, and where can I find the thread\list\discussion?

old Re: Suggest new commands for S2script!

Tau
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He will do large modifications, at least it sounds like this. He wrote about this in the German "Open Source" thread, but he's not online very often. So if you want to ask him anything, you'll have to write a PM.
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