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English Scripting Questions

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The Second
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I did what you said but it says only: SCRIPT ERROR: Script: Clobal Map Script Row:9 Col:16 ("debug" for details). So does it mean the error is here: (what I marked with "•")
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loop ("count":o:,$x){

old Re: Scripting Questions

Tau
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The Second, I solved your issue. I would like to create a new mod with this script, the SII climate mod. I put lots of work into that script, but nevertheless you'll get your script. If this was your idea, too, maybe we could work together on that mod? Whatever, here is the link.

FD God, I don't understand what you want. Please tell me your problem more precisely and I'll see what I can do.
edited 1×, last 03.05.09 04:49:58 pm

old Re: Scripting Questions

The Second
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Thanks again, nmG.
Yes, that was my idea. We can work together on that mod.
edited 1×, last 03.05.09 09:23:32 pm

old Re: Scripting Questions

DontKnowToScript
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i have a problem...
i written a script for a trader and the problem is:
i written dialogue "start","info",3;
and the problem is,it says something like:
page "start" is not defined,but in the info,its this:
page=start
title=rfun (trader in hebrew)
text=start
blablabla
text=end
buttons...

old Re: Scripting Questions

killprogram
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I Have Several Questions:
How Do I Create New Infos?
How Do I Create New States? (Such As High, And Drunk, As Opposed To Just, fuddle?)
Can I Change The Level Of Intensity Of A State?(Bleed From A Scrape, As Opposed To A Severed Limb?)
How Do I Make Things Visible On The Screen, Which Is Not There?(You Can See A Lion Or A Raptor Walking Around, But You Cannot Attack, Or Use It. Also It Cannot Attack You, And There Is No Collision(You Can Walk Right Through It))
How Do I Use The unitpath command?
Can I Make My Own AI, Or Behaviours?
I Also Need Help With Using The "ani" Unit Animation code On My Own Models!


Thanks In Advance For All Who Answer!

old Re: Scripting Questions

Sirnik
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2 NMG about modifying building (see prev page) (sorry about being late)
It doesnt work. Well, nevermind)

old Re: Scripting Questions

jockmo42
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I'm trying to make a bottle fill with salt water when the player is around sea level. It keeps telling me it's expecting a "(" on "local $y;".

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script=start
	on:use {
		if ( 

((count_behaviourinrange("object","fountain",50)+count_behaviourinrange("object","watersource",50))>0) or 

(inarea_freshwater("unit",1)==1) ){
			alteritem 1,38;
			msg "I filled the bottle",4;
			msg "with fresh water!",4;
			speech "positive";
		}elseif{
			local $y;
			$y=gety("unit",1);
				if ($y<1){
				alteritem 1,150;
}
		freevar $y,$ty;
		} else {
			msg "I have to be close",3;
			msg "to some water!",3;
			speech "negative";
		}
	}

Any idea what's going on?

old How to?

dzeijs
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How to i can script new unit in gfx? Please help!

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Cheezbot
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2 questions:

1 How do I make it so signs show messages?

2 How do I make it so there's a native village and in say ten days a bunch of natives comes to my village which I created in the editor and attacks it?

old Re: Scripting Questions

wad67
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Scripting for the signs is easy
Follow this example and copy it to the scripts in the sign or whatever in the editor an then hit F12 and test it out

on:use {msg "Place your text here"; }
and there is also this one
on:use {msgbox "Title Here";, "Place your text here"; }
And for the natives invading I realy couldent answer that one because i am not to good at scripting

old Re: Scripting Questions

Vibhor
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I need a script by which 3 to 4 persons appear near
a building site when the building site is placed
Can anyone make that script

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soggydoggy
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Hi im new here, but i was woundering if someone can help me with a fireprotection script...

script = start
on: (build_finish
/ / debug ...
local $ this, $ id;
$ this currentid = ();
$ id = builtat ($ this);
statesize "object", $ id, 53.0;
freevar $ this, $ id;

setlocale "objectClass", $ id, 'state', 1;
if (gotstate ( "objectClass", $ id, "fire") == 1) (
free state "object", $ id, "fire";
addstate "object", $ id, "eternal fire";
state-value "object", $ id, "eternal fire", 0;
)
)
/ / Fire agencies with which state (fireplace script)
//...
script = end
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