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arezey

Joined: 16 June 2005
Posts: 1599
01 February 2006 20:35 (UK time)

I made a nice script package by coding my second DAT file. By inserting a line:
#include "C:\games\meteor2\base\maps\scriptpack.dat"
opens you up 6 more scripts. Actually, made up of multiple script lines. I quess you can't insert them in a single line, I think you need to put the scripts into the *.sc file. Here are the scripts this dat file offers

<hr>
void SC_KillObject( int ObjectId);

Kills an object
ObjectId is the ID of the object to be killed
<hr>
void SC_KillMultipleObjects( int SmallestObjectId, int LargestObjectId);
Kills multiple objects at a time.
SmallestObjectId is the object with the smallest ID to be killed
LargestObjectId is the object with the largest ID to be killed

For example:
SC_KillMultipleObjects(64,85); kills all objects 64,65,66,67,68,69,70... and all over to 85.
<hr>
void SC_SetMultipleSectorsHidden( int SmallestSectorId, int LargestSectorId, int Hidden);

Hides multiple sectors at a time.
SmallestSectorId is the sector with the smallest ID to be hidden
LargestSectorId is the sector with the largest ID to be hidden
Hidden is the hidden value, 1 for hide, 0 for show
<hr>
void SC_SetMultipleObjectsHidden( int SmallestObjectId, int LargestObjectId, int Hidden);
Exactly as SC_KillMultipleObjects, but they are hidden and Hidden is the hidden value, 1 for hide, 0 for show
<hr>
void SC_SetMultipleObjectsLocked( int SmallestObjectId, int LargestObjectId, int Locked);
Exactly as SC_SetMultipleObjectsHidden, but they are locked this time
<hr>
SC_TellTheItemCount( char *ItemName);
Tells how much you have an specific item. It tells the amount of ItemName.
For example:
SC_TellTheItemCount("Rocket";); returns in a game message 10 at the start.

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VR_Rat

Joined: 20 January 2006
Posts: 396
01 February 2006 20:50 (UK time)

What is this?

- The link isn't working.

Edited: 01 February 2006 20:52


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me_mantis

Joined: 26 September 2003
Posts: 1152
02 February 2006 04:02 (UK time)

you sure that linking from a script does that stuff, or were all your tries from a map? I have done a lot of experimentation with this, and have had bugs where the map.sc cannot call functions in the extrawhatever.dat. The actual map file can call the functions, but that somewhat limits the use.

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arezey

Joined: 16 June 2005
Posts: 1599
02 February 2006 16:31 (UK time)

OK. I can post the code of the scriptpack. Just don't export them.

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VR_Rat

Joined: 20 January 2006
Posts: 396
10 February 2006 01:03 (UK time)

The Link still isn't working for me :(.

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arezey

Joined: 16 June 2005
Posts: 1599
10 February 2006 11:10 (UK time)

Yes yes yes yes yes...

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VR_Rat

Joined: 20 January 2006
Posts: 396
10 February 2006 23:16 (UK time)

So what is the point of this?

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VR_Rat

Joined: 20 January 2006
Posts: 396
11 February 2006 14:03 (UK time)

If I were to make my own script commands, how would it be done?

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arezey

Joined: 16 June 2005
Posts: 1599
11 February 2006 14:47 (UK time)

Like this:

#title ""
#author ""

#include meteor2

export OnMapStart;

// internal scripts
<b>void SC_KillMultipleObjects( int SmallestObjectId, int LargestObjectId)
{
// store the variable
int ObjectIds;

// use the for statement to do this thing
for( ObjectIds=SmallestObjectId; ObjectIds<=LargestObjectId; ++ObjectIds)
{
// kill the result
SC_SetObjectHits(ObjectIds, 0);
}
}
</b>

void OnMapStart()
{
SC_KillMultipleObjects(1,6); // kills objects between 1 and 6
}

Remember that you <b>do not need to export</b> these scripts. You can do this for any script trigger by putting the script in the text file before any other triggers.


Edited: 11 February 2006 14:49


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VR_Rat

Joined: 20 January 2006
Posts: 396
11 February 2006 20:39 (UK time)

I mean make my own, not use them.

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James Bunting
Joined: 17 September 2003
Posts: 1308
11 February 2006 20:40 (UK time)

Hey I am in the chat!

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