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arezey

Joined: 16 June 2005
Posts: 1599
21 October 2005 16:27 (UK time)

I'm finished with a nice gl0bal M2 Script based *.dat file that creates a toolbar at the top of the map what is not docked (you can move it). By clicking the only button in it will open a text input box. After writing into it, the game will display a message with the text you just entered!!!! It comes out pretty simple if you take a closer look in it...

This should had come out at the same day I came bak, but I needed to nail a problem that when you clicked the button the text input box was full of "^"s! It's beaten, it's safe, but I haven't tested it at the full character amount... please have about 50 chars be the maximum to prevent Meteor from crashing.

To also prevent this from crashing, please insert "HI!.jpg" under "base\graphics\icons\". I tested this without and the whole game crashed!! *car crash!* well i didn't mean that...

You can freely use this file, to activate it, put in your script:

#include "base\maps\messager.dat" under "#include meteor2" and
MapStartInIncluded(); in OnMapStart function.

Also, I have a new e-mail, it's drillguard@yahoo.com, aleksanteri was in use.

Yes, just be fine and message at baddies!
Aleksanteri

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Assain

Joined: 02 November 2003
Posts: 979
21 October 2005 18:06 (UK time)

Wow, i definatly need to get past waypoints on the map editor as far a scripting goes :p

Edited: 21 October 2005 18:07


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ilander

Joined: 16 August 2005
Posts: 46
21 October 2005 18:48 (UK time)

oh. i thought you was good scripter

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me_mantis

Joined: 26 September 2003
Posts: 1152
21 October 2005 20:42 (UK time)

I cannot dl the .dat file. Could you copy and post its contents?
I may have a use for somthing like this =D =D =D

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shockdrop

Joined: 01 March 2005
Posts: 236
22 October 2005 00:21 (UK time)

...so what does this do exactly...im confused...

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arezey

Joined: 16 June 2005
Posts: 1599
22 October 2005 05:54 (UK time)

@mantis: Can't you just open it up? If you can't, then, I have the SC version of it...

@shockdrop: maybe you should just have a try.

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me_mantis

Joined: 26 September 2003
Posts: 1152
22 October 2005 14:29 (UK time)

If it works, this will be a global script that allows you to share functions such as toolbars with any map you line instead of having to copy n paste the code into the script file.

SC_AddToolbarButton( 0, "Tell a message!", "icons\\HI!.jpg", "run Input";);

notice that you have it saying ... HI.jpg if you had it say somthing else, you would not need the hi!.jpg file. There is a graphics/buttons folder for buttons. The buttons need to be in .pcx format.

I justs tested it... Wow. I have soo many uses for that its not even funny =D =D =D =) <=Almost 4 smilies!



Edited: 22 October 2005 14:35


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arezey

Joined: 16 June 2005
Posts: 1599
22 October 2005 15:53 (UK time)

Yes, this file is meant to be global, so that you just need to use #include macro and a function commander (actually, I got the idea from the North Battle map script where is that CheckTurrets(); or whatever when an uber gets killed), I have tooken care of all else.

And if that get's 3 smileys and a half one, i'm pretty sure you are happy of my scripting.

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me_mantis

Joined: 26 September 2003
Posts: 1152
24 October 2005 23:01 (UK time)

it may be usefuly as a global script for a type of ... Oops can't say anymore here=P
I havn't spent the time to implement it yet, but I should soon.

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arezey

Joined: 16 June 2005
Posts: 1599
25 October 2005 13:54 (UK time)

eh... ?

<i>:</i><b>D</b>

What do you mean with implementing?
It's done and that's all.

Edited: 25 October 2005 13:55


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me_mantis

Joined: 26 September 2003
Posts: 1152
25 October 2005 16:51 (UK time)

I mean that I will make a new .dat file called MANTISMode.dat
and put code into it that I made.
I have implemented a .dat that allows me to simplify a script. I can't tell you what either .dat will be used for. =P

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arezey

Joined: 16 June 2005
Posts: 1599
25 October 2005 17:52 (UK time)

I made scripter also but I think you guys can make it with messager. XD

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