I don't understand nothing. Can you teel me one more time step by step?
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Stranded II Scripts Scripting QuestionsI don't understand nothing. Can you teel me one more time step by step?
User
Guest jayjay has written
i try do dialogue for trade script. and dialogue must be in .s2s format. how can i do this?? text editor doesn't work.
You should use Notepad++. It works really well.
Anyways, I'm working on scripting an object and need help
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//~menudialogue page=start title=Techmanual text=start blah..blah..blah.. text=end button=CH1.1,Chapter 1 - Buildings button=action:close,Close the Techmanual page=CH1.1 title=Techmanual - Buildings (I want to display a bitmap picture here) button=CH1.2,Page 2 button=CH1.3,Techtree button=menudialogue,Back to Chapter Menu button=action:close,Close the Techmanual
DontKnowToScript has written
@Gradir
the spawn command is like spawn=ID,Amount of days to grow... (and others) so change time to grow.
trade=end
the spawn command is like spawn=ID,Amount of days to grow... (and others) so change time to grow.
trade=end
Nah I ment speeding them up in a script, only in one moment of the game (to be exact, on the beginning of a map, to make them spawn some fruits already. I can't find the proper command for it through. Maybe I should make it another way - by changing the day on startup, but there can be problems)
I use Notepad++ too and I like it
Ah, and by the way
I saw one day someone made a mod, where the skills and combinations that aren't possible for the player yet are not displayed. I wish I could add such thing to my mod, anyone know who made the attempt? Or how to do such thing?
edited 1×, last 30.10.08 11:52:08 pm
I could not find an answer to this elsewhere. Is it possible to force an item to not stack with other items of the same type?
/Cheers
EDIT: Seems I have to work around it then, thanks for the quick reply Gradir, appreciated.
edited 1×, last 31.10.08 01:16:18 pm
edited 1×, last 31.10.08 08:10:36 pm
how rename it?? please help
Write: file.s2s (file is an example, write for file an other name - call it what you like.
But you musn't rename it. I use ever *.txt files. It works, of course.
edited 1×, last 31.10.08 10:36:28 pm
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//~menudialogue page=start title=Techmanual text=start blah..blah..blah.. text=end button=CH1.1,Chapter 1 - Buildings button=action:close,Close the Techmanual page=CH1.1 title=Techmanual - Buildings (I want to display a bitmap picture here) button=CH1.2,Page 2 button=CH1.3,Techtree button=menudialogue,Back to Chapter Menu button=action:close,Close the Techmanual
Here is a picture DC uploaded to explain how it works. Un fortunately it's in german, but I think you'll figure it out anyway.
i have a model of a book... not skinned or textured... don't know how to do that... and the icon of the book. I have bitmaps of the pages of the book... but using the dialogue like the one that the pirate uses seemed a whole lot easier to figure out than the scripts Builder was using... I just don't know how to implement pictures in dialogue mode or even if it can be done.
These are the values I added to the game.inf to get it to work.
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//Lock combis (see combinations_xxx.inf) 		if (skillvalue("wood")<25){ 			lockcombi "branch"; 		} 		if (skillvalue("cooking")<150){ 			lockcombi "juice"; 		} 		if (skillvalue("cooking")<250){ 			lockcombi "wine"; 		}
and also the cooking skill code:
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on:skill_cooking { msgbox "Skill Info","sys/skillinfos/cooking.inf";} 	on:iskill_cooking { 		incskill "cooking",1,"Cooking"; 		$tmp=skillvalue("cooking"); 		if ($tmp==150){ event "skillup","global"; unlockcombi "juice"; } 		if ($tmp==250){ event "skillup","global"; unlockcombi "wine"; } 		if ($tmp==300){ event "skillup","global";} 		if ($tmp==450){ event "skillup","global";} 	}
However when in game and I have enough skill to unlock these two combinations it still comes up with the message "Not possible yet". What is it that I am doing wrong? any help would be appreciated.
Thank you,
Apostle.