And could someone make list of all behaviour? Cause I could see, that in one .inf, there is "standandshoot" and it is unused so are there more unused behaviours? Thx
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Stranded II Scripts Scripting QuestionsAnd could someone make list of all behaviour? Cause I could see, that in one .inf, there is "standandshoot" and it is unused so are there more unused behaviours? Thx
You can find a list of all behaviours here , allthough it is in german.
And now: I found script ai_signal. But I have seen only example "eat". What else I can attach to script ai_signal please?
Here you can find list and description of all commands, including ai_signal
it's in german, but there are some free translators, like this one:
http://www.online-translator.com/text.asp?lang=en
About the animations:
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die
and I suppose there is no way to add another one, lets say, which would start on a trigger?
Plus, could you tell me when is ani_use triggered? When an unit uses something or when IT is used? Thanks
Gradir has written
About the animations:
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die
and I suppose there is no way to add another one, lets say, which would start on a trigger?
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die
and I suppose there is no way to add another one, lets say, which would start on a trigger?
sure you can, with loadani and animate
Gradir has written
Plus, could you tell me when is ani_use triggered? When an unit uses something or when IT is used? Thanks
afair whenever a unit eats something
ani_use is useless. ()
Guest has written
I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?
i dont think so...
1. click the unit you want to add a state. And click "+" button next to the "state". That's it.
2. on:start {
addstate "number you want";
}
Gast has written
I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?
check with inrange if the building is near the fire, and exchange the fire state through the eternal fire state if needed.
It isn't perfect, but I should work most of the time.
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on:use { 	if (gotstate("self","tame")) { 		ride; 	} }
For Example AI_Stay
I Dont Know The Code
I searched the website for a list of events and couldn't find one. It's because I want a turtle to get immediatly killed at the beginning of the map.
E_net4 has written
Huh, yes? That just tells me the syntax of an event.
Beneath the Heading "Ereignisse" there is a full listing of all system events
Same thing as $tmp?
I made CS map, and I want explosion for it.
What should I do for "???"
on: ??? {
if ($C4){explosion $x,$y,$z;}
}
edited 2×, last 25.02.08 09:52:06 am
is the tree house done with scripts??
if so would you beable to make it that you could build an expansion onto a building using a simular script??