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hirmuolio

Joined: 11 November 2008
Posts: 60
12 July 2009 18:52 (UK time)

Where can I find a full list of all meteor 2 scripts?
It is I, Hirmuolio.


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DarkRain

Joined: 01 March 2007
Posts: 1193
12 July 2009 20:01 (UK time)

Try here: http://www.meteormods.com/meteor2/ModdingHelp/
The Dark Age is upon us! Quake 2 mapmaker.


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hirmuolio

Joined: 11 November 2008
Posts: 60
12 July 2009 20:20 (UK time)

There is no full list of all scripts in meteor 2. Or if it's the first one it's not working.
It is I, Hirmuolio.


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nyasudah
 Official Sponsor

Joined: 06 February 2005
Posts: 832
12 July 2009 20:31 (UK time)

http://www.jbplay.com/games/meteor2/docs/ScriptCommandsList.htm
nyasudah / masuda / mp / PetiX / PtX


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hirmuolio

Joined: 11 November 2008
Posts: 60
12 July 2009 20:34 (UK time)

Thanks that's exactly what I ment. :)
It is I, Hirmuolio.


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Lustâhn

Joined: 20 July 2009
Posts: 5
25 July 2009 02:47 (UK time)

I examined the list, but could not find a 'name' for the player.

I'm trying to tie the player to a waypoint, but things such as naming the player 'test' in the map editor and going 'SC_BindObjectToWaypoint (test, 1);' doesn't work.

Sorry for the perhaps ignorant questions, but I started M2 merely a few days ago.
The map editor is really like... LEGO for adolescence. Haha:)
"The history of saints is mainly the history of insane people." - Benito Mussolini


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Dthdealer

Joined: 10 March 2007
Posts: 476
25 July 2009 13:31 (UK time)

The player is simply an object - player names are not accessible via scripts in M2.
SC_BindObjectToWaypoint( SC_GetPlayerObjectId(), *waypointID* );

If lets say you want to make him follow waypoint 41, you would type this
[code]SC_BindObjectToWaypoint( SC_GetPlayerObjectId(), 41 );
However before BindObjectToWaypoint is executed, the game first substitutes in the player object ID value. Lets say it is 56. Note that the number changes every game.
[code[SC_BindObjectToWaypoint( 56, 41 );
By substituting in SC_GetPlayerObjectId where the object ID should be for that script you can make it affect the player no-matter what. If you simply put a number in in the first place it will change when the player re-loads a save on the map, you change the amount of objects in the map editor or you run the script SetPlayerObjectId.
Also known as Veyrdite
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Some day the javascript will sleep too.


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