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Englisch Questins on different parts of modding

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alt Questins on different parts of modding

Corvallis5
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1. what do all the numbers after the "spawn="
definition on objects mean, basically I just want to slow that rate that fruits grow (like instead of once every three days, once every ten days)

2. How do I make it so, that when you use a ceartain unit your maxhealth goes to like 125 (i want to make it harder for you to get damaged when you ride a ceartain unit) and when you get off your maxhealth goes back to 100

Thanks
2× editiert, zuletzt 05.01.12 04:32:34

alt Re: Questins on different parts of modding

Assassin moder
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1 = Please explain it and add more info about it

2 = Example

###Something     (Unused)
combi=start     (start of combination)
id=branch     (You can use letters or numbers for it)
req=12,3     (First id of needed item,Amout)
req=15,2     (Second id of needed item,Amout)
gen=13,2     (ID of genered item,Amout)
comb=end     (end of combination)

for lock combi you need use this:

lockcombi=ID

example - lockcombi=branch

3 = That event is defined in normal SII in 1st map of adventure when you combine a hammer then you got a diary read.

4 = Try this in game.ins:
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// 00 is id of it | Sprint is name of button
scriptkey=00,Sprint

script=start

//example of buttons uses:
//When hited:
	on:keyhit00 {
		"script"
	}
//When pressed and holded
	on:keydown00 {
		"script"
	}
//When released of pressed button
	on:keyrelease00 {
		"script"
	}

alt Re: Questins on different parts of modding

Corvallis5
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ok thanks, that explains some, I thought for the 'id=' property you had to use the same things as the 'gen=' property.

for 1 question 1 i am asking how to slow the spawn rate of an ITEM not a UNIT, like how would I make grapevines spawn a grapes every 10 days instead of every three days

for question three I meant that say i created item X
and for it's combiantion in the script I wrote
event "Xcombi" 0,0;
how wouls s2 now what Xcombi is, where is it defined

alt Re: Questins on different parts of modding

Mc Leaf
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user Corvallis5 hat geschrieben
for 1 question 1 i am asking how to slow the spawn rate of an ITEM not a UNIT, like how would I make grapevines spawn a grapes every 10 days instead of every three days

Shouldn't that be easy to figure out?

There's some line in the definition like

spawn=45,3,...

so you just have to replace "3" by "10". You can then check that out in the editor by pressing F11 which causes a changeday-event.

user Corvallis5 hat geschrieben
for question three I meant that say i created item X
and for it's combiantion in the script I wrote
event "Xcombi" 0,0;
how wouls s2 now what Xcombi is, where is it defined

Combinations are defined in the combinations*.inf...

With s2 cmd event you only can trigger events...

user Corvallis5 hat geschrieben
2. How do I make it so, that when you use a ceartain unit your maxhealth goes to like 125 (i want to make it harder for you to get damaged when you ride a ceartain unit) and when you get off your maxhealth goes back to 100

First you should be familiar with the whole scripting stuff and how things are working... (check scripts from the adventure for example...)

For your problem you can simply use the s2 cmd maxhealth command (on:use and on:getoff...).

alt explain

CV-HardWire
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explain it just may be that when you wrote the code that you did not put the brackets in the right place
did you include the command "getoff" after button or timer or event
"love\hate"

alt Re: Questins on different parts of modding

Corvallis5
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user CV-HardWire hat geschrieben
explain it just may be that when you wrote the code that you did not put the brackets in the right place
did you include the command "getoff" after button or timer or event
"love\hate"


how do I make it so it knows when you get off. I though McLeaf said it was a hard coded event. But since its not I need to know how to tell the game when the player gets off

alt Re: Questins on different parts of modding

AssassinLV
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user Corvallis5 hat geschrieben
how do I make it so it knows when you get off. I though McLeaf said it was a hard coded event. But since its not I need to know how to tell the game when the player gets off


I think, there is always an posibility to make a new command... (don't ask me how...)

Meybe you should download the source code... Maybe there you can add new commands...

I am planning to remake this game tottaly, but first at all, I will be needed to get understand the stuckture of source code, so, for the first I will be needed to read it, someday... hopefully soon.


///hell knows wich edit..., but... sometimes I am SO smart, that I realy wroted all this smart.

///one more edit: For the first I will be needed to DOWNLOAD the source code, to read it and to change it by mine mind.

The source code edit is needed to make the game more interactive, eg. Fishing like in "Russian Fisfing 3", Lumbering by pressing varius buttons in time and so a long. More then I want to add the REAL diferences in the maps, Swamp will be swamp (limited map), Jungle - Jungle (limited map), Island - island (unlimited ocean - but when you are too far from island, you see the arrow showing you a way), Savanna - savanna (unlimited sand, the warning when you are out off map, when you are too far - you die)...

///7th edit:
So my plans are grandiose, wish me luck, this, (maybe) will be my first mod (or game, if there won't be an original Stranded II in there...)

/// YUP! 8th edit. :
At last I downloaded it.


P.S. I DON'T PROMISS NOTHING!!!
4× editiert, zuletzt 11.02.12 23:16:15

alt Re: Questins on different parts of modding

Corvallis5
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user AssassinLV hat geschrieben
I think, there is always an posibility to make a new command... (don't ask me how...)

Meybe you should download the source code... Maybe there you can add new commands...

to edit the source you need a $100 program, which I wont be buying. Anyways good luck w/ whatever you are editing.

alt Re: Questins on different parts of modding

AssassinLV
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user Corvallis5 hat geschrieben
to edit the source you need a $100 program, which I wont be buying. Anyways good luck w/ whatever you are editing.


Why??? search for it in "The pirate bay, DOT, org"... I can't afford it as good. Only scan it before run. I don't want to break yours PC

My shit with 256mb of ram is a piece of ASUS shit

P.S. Finaly I thiked up to make my own game... I need to make something smaller, before to make something bigger. And when I will get more experienced, I will return in this genre, with my own versin of the game. I already deleted the source code of S2...



BY THE WAY! If you are going to edit main source, tan you should add "mount" and "unmount" comands... Then you can think up how do you want, add extra lives to caracter, or seperative transort lives, like in M&B... And yes, programming and scripting are two TOTTALY other things..., it is much more complicated and harder then scripting...
And one more thing, into your mode credit was"Quester: For the new source code", and that mean, you need to get that source changes as good.
2× editiert, zuletzt 15.02.12 13:14:07
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