The demo is done! =D

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blackhole12
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Postby blackhole12 » Fri Feb 16, 2007 10:12 am

the ShutUp command should come standard in all games :D Imagine halo 3... "Chief, just what are you--" "ShutUp!" :P
combineguy
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Postby combineguy » Fri Feb 16, 2007 6:21 pm

where do I put the shutup command? and what EXACTLY does it do?
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xander
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Postby xander » Fri Feb 16, 2007 6:32 pm

The "ShutUp" command is a scripting command that forces Dr. Sepulveda (or whatever avatar you are using) to stop saying whatever he is saying, and move onto the next thing.

Really, this is the kind of question that could have been answered by reading Icepick's wonderful guide to modding. Stop being lazy, and read it. Memorize it. Internalize it.

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The GoldFish
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Postby The GoldFish » Fri Feb 16, 2007 6:33 pm

At the start of your script - it makes any text currently being said finish instantly and lets any new lines start immidietly.

Look at some of the demo2 scripts for an example.
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Postby combineguy » Fri Feb 16, 2007 8:15 pm

ooook... I tried to put a main intro in, but it crashed darwinia. I know the problem is what I have in the game.txt file, because when I took it out it worked. here's what I put:

Code: Select all

Event alwaystrue
                action runscript main_intro.txt
                end



what's wrong here?
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xander
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Postby xander » Fri Feb 16, 2007 8:43 pm

As far as I can tell, there is nothing wrong with that code snippet. Convention would be to capitalize it as follows, but that should effect Darwinia's ability to understand it:

Code: Select all

Event AlwaysTrue
                Action RunScript main_intro.txt
                End


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The GoldFish
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Postby The GoldFish » Fri Feb 16, 2007 8:54 pm

Odds are, it's a typod command in main_intro.txt, not the game.txt event at all - give it a once over and see if there's anything obvious, if not, post it up.
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
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Postby combineguy » Fri Feb 16, 2007 9:07 pm

aha. I had a camlocationfocus, and I forgot the second variable. oops.


EDIT: grr. now it's doing all the cam commands first. before it does anything else. and all at the same time, so the camreset at the end takes effect instantly and therefore removes all the cam focus and stuff. grr.
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The GoldFish
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Postby The GoldFish » Fri Feb 16, 2007 9:22 pm

waitcam and waitsay and wait?
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combineguy
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Postby combineguy » Fri Feb 23, 2007 4:22 pm

Yeah I figured that out before you replied but I was unable to post it. thanks anyway though :D


EDIT: hey uh guys, how do I change a map name without deleting the whole thing?
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Shwart!!
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Postby Shwart!! » Mon Feb 26, 2007 4:50 am

Add the string "location_(mapfilename) newmapname" to your strings_default.txt.
For instance:
location_trench Front_Line

Try not to put a space in the new map name.
This is also how you change the cases in map names, because Darwinia defaults to allcaps for map names.
For instance:
location_senate Senate

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combineguy
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Postby combineguy » Tue Feb 27, 2007 3:44 pm

ah. thanks. I had some ideas I was going to test today, (didn't come up with them till after I posted) but this is way easier anyway. thanks.

EDIT: ok new question, is there anyway I can set it so that when one building, (other then a control tower) activates, another building automatically activates? (or deactivates?) This is somewhat critical to one of my levels... I looked through the scripting commands but I didn't see one that might work...
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Testrie
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Postby Testrie » Tue Feb 27, 2007 5:32 pm

combineguy wrote:ah. thanks. I had some ideas I was going to test today, (didn't come up with them till after I posted) but this is way easier anyway. thanks.

EDIT: ok new question, is there anyway I can set it so that when one building, (other then a control tower) activates, another building automatically activates? (or deactivates?) This is somewhat critical to one of my levels... I looked through the scripting commands but I didn't see one that might work...


none that I know of... but see what xander and the others have to say.

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xander
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Postby xander » Tue Feb 27, 2007 6:32 pm

combineguy wrote:ah. thanks. I had some ideas I was going to test today, (didn't come up with them till after I posted) but this is way easier anyway. thanks.

EDIT: ok new question, is there anyway I can set it so that when one building, (other then a control tower) activates, another building automatically activates? (or deactivates?) This is somewhat critical to one of my levels... I looked through the scripting commands but I didn't see one that might work...

Not really. Tell me exactly what you are trying to do, though, and we may be able to figure something out.

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Postby combineguy » Tue Feb 27, 2007 9:40 pm

I want a spam email to blow up when a solar panel comes on
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