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English Ideas for Snail's mod

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old Re: Ideas for Snail's mod

pupp3tStudios
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One idea: a sandwich! Combine bread with a small piece of meat, and boom!
Another idea? Make grass an item, and kiwis can be tamed the same way as monkeys with bananas!

old Re: Ideas for Snail's mod

Lion_Hearted
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If you script in a system where you can go mining in a mining shaft, and then come back I'd be very interested.

It'd probably involve 2 maps.

old Re: Ideas for Snail's mod

pupp3tStudios
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For me, creating AND animating unit's models are done with Milkshape 3D. Pretty easy program to use.However, I think that it's not freeware.
The mining map should be pretty easy!
Simply have a normal island with a random tunnel in the middle. Have a rope scripted to go 'down'(loadmap).
The second map is the mine. When you're done mining, you can use the rope to go 'up'! (loadmap, with the option of keeping your items).
To be a bit fancy, you can have a bench to sleep on, AND 'savemap', so any changes to the map will be saved. So, the next time you visit, it should look the same way you made it before, rather than have magically spawned rocks.

old Re: Ideas for Snail's mod

Mc Leaf
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No, by no means it is that simple. For example you have to distinguish two cases, if the map will be loaded at first time or once again. In the first case of course you have to load the raw map, trigger all start-events etc. In the second case of course you don't want to load the initially loaded raw map, but the map you saved the last time and hopefully saved correctly (which for example should have another filename than the original raw map). And as far as I know, loadmap always triggers all the start-events, even those from definitions, but which of course should not happen...

old Re: Ideas for Snail's mod

pupp3tStudios
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The 'savemap' saves the raw map, with the scripts already executed. So the next time you 'loadmap' it, the old scripts will already be gone.

old Re: Ideas for Snail's mod

Mc Leaf
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Mainly I talked about that s2 cmd on:start event which usually will only be triggered at the first start of a map (not so with s2 cmd on:load, which is designated to be triggered every time you load the map). And of course it is not that unusual that you want to have things happen if and only if the map was entered for the first time. It is not that hard to solve that problem (e.g. via global variables), but you must keep such things in mind when working on such features, to avoid nasty bugs...
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