Script-triggers

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GAMER1992
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Script-triggers

Postby GAMER1992 » Wed Aug 09, 2006 10:26 pm

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?
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Postby Montyphy » Wed Aug 09, 2006 10:32 pm

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.
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Postby trickfred » Thu Aug 10, 2006 3:24 am

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.
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Postby Testrie » Fri Aug 18, 2006 12:19 am

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! >:( :D

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Postby Montyphy » Fri Aug 18, 2006 7:54 am

That's just wrong... (IMO)
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Postby Testrie » Fri Aug 18, 2006 2:25 pm

Montyphy wrote:That's just wrong... (IMO)


wutever. ur mean :(
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Postby xander » Fri Aug 18, 2006 3:22 pm

Testrie wrote:
Montyphy wrote:That's just wrong... (IMO)


wutever. ur mean :(

Yes, yes he is. I prefer underscores, myself. Dots should be used for file extensions, otherwise, they don't belong in file names :)

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Not always...

Postby AzraelUK » Wed Aug 23, 2006 10:05 am

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...

Postby trickfred » Wed Aug 23, 2006 10:36 am

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.
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Re: Not always...

Postby xander » Wed Aug 23, 2006 3:14 pm

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. :)

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Re: Not always...

Postby trickfred » Wed Aug 23, 2006 3:53 pm

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!)
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Postby Lowell » Thu Aug 24, 2006 7:44 pm

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
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Postby trickfred » Thu Aug 24, 2006 7:52 pm

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. :D
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Postby Lowell » Thu Aug 24, 2006 8:05 pm

...yes...corrected. I looked at one for a camera intro set as dynamic which will only play once...I also have many in the map files that kick-in every time they are entered. ...Mind Fart...

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