Script-triggers
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Script-triggers
I am having a little trouble with my scripting! When i created a script-trigger and when i should write which script it should start i could not write it! The script file name is EnergyInput_intro.txt but in the script-trigger a can not write the "underline" ( this one> _ ) how should i do then? i have seached the forums and a have checked other mods, in the other mods there was the "underline" sign in their script-triggers! how do i type it?
You don't know how to type an underscore yet you used it twice in your post... am I missing something?
On my UK (International?) QWERTY keyboard the "_", or underscore, is bound to the second function of the key right of my 0 (zero) key i.e Shift + "-" (hyphen) results in "_" (underscore). Failing that, can't you just use copy and paste, which I presume you did in order to write your post?
An even more radical idea would be to rename the file not to use the underscore thus you wouldn't need to use it.
On my UK (International?) QWERTY keyboard the "_", or underscore, is bound to the second function of the key right of my 0 (zero) key i.e Shift + "-" (hyphen) results in "_" (underscore). Failing that, can't you just use copy and paste, which I presume you did in order to write your post?
An even more radical idea would be to rename the file not to use the underscore thus you wouldn't need to use it.
trickfred wrote:You're not wrong Gamer1992 - the editor won't let you type underscores for some reason. You'll have to add one to the map and/or mission file manually (via text editor), or just not use them in your script names.
thats why i use dots (.)
for example, instead of god_on.txt i use god.on.txt. DONT COPY! >:(
Tes
Not always...
Unless, of course, you use Linux, which doesn't care about extensions as long as it knows the MIME type. You could have readme.now, and it would still open with a text editor by default.
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Re: Not always...
AzraelUK wrote:Unless, of course, you use Linux, which doesn't care about extensions as long as it knows the MIME type. You could have readme.now, and it would still open with a text editor by default.
...But since these files should be more or less compatible with the Windows and MacOS versiuons of the game as well... it's probably best to just use the game's usual naming conventions.
Re: Not always...
trickfred wrote:AzraelUK wrote:Unless, of course, you use Linux, which doesn't care about extensions as long as it knows the MIME type. You could have readme.now, and it would still open with a text editor by default.
...But since these files should be more or less compatible with the Windows and MacOS versiuons of the game as well... it's probably best to just use the game's usual naming conventions.
Actually, the Mac wouldn't have any trouble with readme.now, either. I put extensions on things because it makes them easier to find. :)
xander
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Re: Not always...
xander wrote:trickfred wrote:AzraelUK wrote:Unless, of course, you use Linux, which doesn't care about extensions as long as it knows the MIME type. You could have readme.now, and it would still open with a text editor by default.
...But since these files should be more or less compatible with the Windows and MacOS versiuons of the game as well... it's probably best to just use the game's usual naming conventions.
Actually, the Mac wouldn't have any trouble with readme.now, either. I put extensions on things because it makes them easier to find.
xander
Let me rephrase then - since the mod files should be more or less compatible with the Windows and MacOS versions of the game, as well as those systems' text editors... it's probably best to just use the game's usual naming conventions. Uniformity just makes things easier.
(Of course, you could just say I'm being picky)
(And, glaring typo on my part! Yikes!)
If you want to use underscores on the names...type it in on the editor without the underscore. Then manually go back to your map file and add it yourself. I have done that on all of my speech scripts that kick-in...works great.
EDIT// my bad...they are stored in the mission files not the maps....
I have one like this
ang_intro.txt camenter
When I made the entry on the editor I wrote the name as angintro.txt camenter...then went in as I have said and added the underscore myself. ang_intro.txt camenter
EDIT// my bad...they are stored in the mission files not the maps....
I have one like this
ang_intro.txt camenter
When I made the entry on the editor I wrote the name as angintro.txt camenter...then went in as I have said and added the underscore myself. ang_intro.txt camenter
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Lowell wrote:If you want to use underscores on the names...type it in on the editor without the underscore. Then manually go back to your map file and add it yourself. I have done that on all of my speech scripts that kick-in...works great.
EDIT// my bad...they are stored in the mission files not the maps....
I have one like this
ang_intro.txt camenter
When I made the entry on the editor I wrote the name as angintro.txt camenter...then went in as I have said and added the underscore myself. ang_intro.txt camenter
That was said already, near the top of the page.
And scripttriggers can also be stored in the map file if they are not set to be dynamic - there are specific reasons why people would want them that way.
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