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Englisch Scripting Questions

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alt Re: Scripting Questions

Flying Lizard
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@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.

alt Re: Scripting Questions

lint35
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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

alt Re: Scripting Questions

Brandon
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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!
1× editiert, zuletzt 03.04.08 16:25:32

alt Re: Scripting Questions

HudaJan
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Brandon hat geschrieben
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.

try s2 cmd damage

alt Re: Scripting Questions

ESKARN
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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
1× editiert, zuletzt 05.04.08 03:20:46

alt Trouble

lint35
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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?

alt Re: Scripting Questions

Flying Lizard
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lint35 hat geschrieben
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.

alt List of Triggers

onionradish
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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?

alt Bearing fruit

Getch
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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?

alt Re: Scripting Questions

HudaJan
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bizzl hat geschrieben
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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)

alt Re: Scripting Questions

lint35
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Flying Lizard hat geschrieben
lint35 hat geschrieben
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?

alt Re: Scripting Questions

Gast

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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

alt Re: Scripting Questions

Gast

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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

alt Re: Scripting Questions

Gast

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on:start {
     msg "im gonna kill everything!";
}

how do i make the message stay longer
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