The demo is done! =D
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blackhole12
- level1

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combineguy
- level1

- Posts: 51
- Joined: Thu Feb 01, 2007 6:30 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.
xander
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.
xander
- The GoldFish
- level5

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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.
Look at some of the demo2 scripts for an example.
-- 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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combineguy
- level1

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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:
what's wrong here?
Code: Select all
Event alwaystrue
action runscript main_intro.txt
endwhat's wrong here?
WWWWWWHHHHHHHEEEEEEEEEEESPLAT!!!!
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:
xander
Code: Select all
Event AlwaysTrue
Action RunScript main_intro.txt
Endxander
- The GoldFish
- level5

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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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combineguy
- level1

- Posts: 51
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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.
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.
WWWWWWHHHHHHHEEEEEEEEEEESPLAT!!!!
- The GoldFish
- level5

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waitcam and waitsay and wait?
-- 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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combineguy
- level1

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- Joined: Thu Feb 01, 2007 6:30 pm
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
Shwart!!
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
Shwart!!
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combineguy
- level1

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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...
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...
WWWWWWHHHHHHHEEEEEEEEEEESPLAT!!!!
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.
eyra
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.
xander
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combineguy
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