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edited 1×, last 20.09.08 10:27:38 pm
As you can notice the emty pipe and full pipe models are almost the same...
So you could make that it fills in the rain (hint: You can look the script up at water rock full/empty
) HudaJan has written
Well.
As you can notice the emty pipe and full pipe models are almost the same...
So you could make that it fills in the rain (hint: You can look the script up at water rock full/empty
)
As you can notice the emty pipe and full pipe models are almost the same...
So you could make that it fills in the rain (hint: You can look the script up at water rock full/empty
)Well, of course one could do this, but I just was wondering if the waterpipe did it already before I messed with it.
Then yes it does, I've used it before and seen it do so. I'm pretty sure it only triggers when the rain starts though.
I do have my own question though.
Is it possible to detect what sought of texture the player is standing on? Like could I tell if they are standing on sand as opposed to grass?
Amritsar has written
If your referring to the one from Massive Mod (you are right?)
I don't use Massive Mod. I'm referring to the regular one. What does its behavior mean?
I don't remember a water pipe?
Maybe it was from the original that I was talking about anyway...
Is what we're discussing a long hollowed out log help up with branches/poles whatever?
Amritsar has written
I really must of been out of circulation of the Stranded community for a while...
I don't remember a water pipe?
Maybe it was from the original that I was talking about anyway...
Is what we're discussing a long hollowed out log help up with branches/poles whatever?
I don't remember a water pipe?
Maybe it was from the original that I was talking about anyway...
Is what we're discussing a long hollowed out log help up with branches/poles whatever?
Yes. It's an object from the original stranded, it just can't be built. It doesn't matter, I already figured it out. Thanks anyway.
New problem. What's wrong in here? I'm trying to add a light state, and then remove it after a timer. When tested, the state is added, the eating happens, the bottle is created, but it freaks over the timer saying it expected a semicolon. I've never used timers, what did I do wrong?
on:eat {
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate "unit",1,"light";
}
I think I'm supposed to have some tmp's and =='s in there, but I don't know where to start.
edited 2×, last 22.09.08 01:03:05 am
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate("unit",1,"light");
}
Try that, that might be the issue. <_<
GreyMario has written
on:eat {
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate("unit",1,"light");
}
Try that, that might be the issue. <_<
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate("unit",1,"light");
}
Try that, that might be the issue. <_<
No dice.
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....
timer 0,8000,1,"timer";
}
on:timer {
	freestate"unit",1,"light";
}
eg raptor attack a monkey
can you change the color of the water for only one map?
edited 2×, last 22.09.08 10:37:58 am
watertextureand write a path to an image file (eg:water_dark)
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if (gety("unit",1)<0){
addstate "unit",1,"wet";
}
humer has written
Yes, because the last row isn't correct, try this instead
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timer 0,8000,1,"timer";
}
on:timer {
	freestate"unit",1,"light";
}
Awesome, man, thanks a lot.
DontKnowToScript has written add this to game.inf and see that you get wet state.
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if (gety("unit",1)<0){
addstate "unit",1,"wet";
}
Didn't work for me. Said unit with ID 1 doesn't exist.
I'm not sure if it has to do with where I put it, but it only makes me wet when I try to sleep in the water.
edited 2×, last 22.09.08 09:52:16 pm
Bloodshot has written
Because when you sleep, it registers how high you are. set a timer for a half a second or so, and then order it to check the players height
Would that be expensive system-wise?
EDIT: Nevermind. Got a loop working and it's smooth as silk.
DontKnowToScript has written
Where would I do this? Like, which file do I use it in?
I also have a problem with my campfire. I'm trying to make it dry the player off instead of only removing frostbite.
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on:use {
		if (gotstate("unit",1,6))or(gotstate("unit",1,11)){
			if ((gotstate("self",4)+gotstate("self",5))>0){
				process "warming up",3000;
				freestate "unit",1,6;
				freestate "unit",1,11;
		}else{
			msgbox "Campfire","sys/scripts/fireplace.s2s";
		}
	}
edited 3×, last 22.09.08 11:17:54 pm
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if [b]([/b](gotstate("unit",1,6))or(gotstate("unit",1,11))[b])[/b]{
and you forgot an "}". you have 4 "{" but only 3 "}". this can't work.
DC has written
add some brackets. the whole if-condition has to be bracketed. "or" was not bracketed in your script.
and you forgot an "}". you have 4 "{" but only 3 "}".this can't work of.
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if [b]([/b](gotstate("unit",1,6))or(gotstate("unit",1,11))[b])[/b]{
and you forgot an "}". you have 4 "{" but only 3 "}".this can't work of.
Sweet, thanks man.
EDIT: Oh, the other "}", thanks, haha. Fixed everything.
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