And since the person before me only asked three questions, I'm guessing 4. was directed at me, no?
And I'm guessing the was because you told me that it was possible, but not how, correct?
Well, it's OK, you see. I actually prefer not knowing how, because, as long as I know it's possible, I like to figure it out on my own.
So... thanks!
@Gradir
in you're script are some failures, you forgot the { behind on:start not a failure but it makes the whole thing easyer to ready, try writing like this
if (bluber) {
stuff 1
stuff 2
}
you forgot to close the brackets of create
beside that you're script should work, I'm not sure if it provides all functions you wanted it to have, since I didn't understood you completeatly
The thing with rotating is quiet easy, just put a script with the event on:create in the item's definition, where it get's randomly rotated.
@Storm
The Problem is, I don't know if you can anything else in scripting, so I think this may be a bit to tough for you. (at the moment)
Anyway, in ASoS and Lost in Space (modifications) there are other bars implemented, so it clearly IS possible.
Well, I;m pretty good at scripting... I'm not sure if I'll be able to do this, when you put it that way, but I'll give it a shot.
So far, I'm guessing you have to change "healthsystem" in game.inf to, like, 5, no? I haven't checked out how to implement the bar itself lately (got sidetracked), but I'm about to...
And... I'm not entirely sure why I'm even saying this, since this post clearly has no value whatever
But I also have some new questions!
1) Is there a way to prevent items that were supposed to spawn at beach, from spawning inland, when there is a lake inside an island? (talking about random maps)
I've also tried to copy the script that deletes sharks and piranhas near player on start, but I think it doesn't work at all. Help!
2) Is there a way to make the items spawn near others (in groups) on random maps?
Thank you- I downloaded Blender, and I like it very much...
But what about my other question? Is it possible to fire one of the game's events (such as, in my example, changeday) and have it happen just as though the game had fired it?
on:timer
{
setday [day you want, lets say: tomorrow, so it would be like setting a variable with 'day' and making it 'day'+1 or something];
sethour [the hour of the day];
}
no, a file where I can find all the events from the console (and probably more) so I can know where is a problem, when he's giving me an error on loading the game (launching the game with debug mode doesn't help)
By the way, how can I prevent items from spawning inside the terrain when there are lakes or any water inland, when I want them only to spawn at the beach? I mean, in random maps, there must be some way, because I don't see sea shells and stuff in the 'marches-type-random-map' in the inland lakes?
Hi all. Sontimes i shoot a poison arrow into my buildings, and poisons them. So for the heck of it decided to make a "cure arrow" my first new item. I compared it to the pfiel, or arrow right next to it while scripting. I tested it and when i went to make it (with cloth,heal potion, stick, and feather) it went to Memory Acsess Violation. Before it crashed, i saw that the icon was blank. I then tried it again and this time went to "cheat" and give item. I found my Cure_arrow, and the icon was still blank. Can someone please help, i'm a newb scripter
Yeah, although the real link is "C:\program20%files\unrealsoftware\StrandedII20%MODS\mods\strandedII\gfx\arrow_cure.bmp" is it case sensitive? (btw 20%'s are spaces) I also used the fire arrow modle cause i don't have b3d
Yeah, although the real link is "C:\program20%files\unrealsoftware\ StrandedII20%MODS\mods\strandedII\gfx\arrow_cure.bmp" is it case sensitive?
Nope, since Windows is never case sensitive
However, it could be possible that there are blanks in the definition right behind the path, and that could lead to trouble in S2.
Or you used the wrong mod directory, if I remember right there was a Space in mods/Stranded II/
you really should just enter the relative path to the file like it's done with all the paths in the inf files. however something with the path (or the image) must be wrong. otherwise it would work.