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Old 09-29-2004, 09:13 PM   #1
Steakboy
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Default Scripting /other stuff help

hey,

My name is Steakboy, I started mapping for EF2 some time ago (middle of the last school year), and I still havn't figured out scripting! I need some help in this area. I have a few questions:

1) How can I spawn a entity (like a lurker or other Exomorph), when triggered. In other words, I want to make the entity spawn only when it is triggered by a trigger_multiple or some event, something that would make it spawn at some point other than the beginning. Do I need scripting for this, or is it just a matter of figuring out how to use the func_spawn? In either case, I need to figure out how it works . . . . .

2) How do I script the Exomorph turret (bat) to stop breathing, making noise and moving? I used a script that EXiT gave me to stop the ai and the pushable on it, but it still moves as it breaths and makes noise, which I want it to be just a model sitting there.

3) How do I make a little movie clip in my map? Like how in the NX-01 mod when they used a few cinematics, what do I need to use to do that (I guess that's not so much a scripting question as much as a "how do I do that" question).

4) How do I make a box that u can't see what's inside of it and still be transparent. In EF1, I could just make a caulk box and it conceiled the things inside of it, while still conceiling itself, but this trick doesn't seem to work in Uber . . . . how do I make it do that?

5) Are there any scripting tutorials or general scripting codes I should know?

6) Can you tell me what they are?

7) Please?

8) I'm sorry for this stupid help thread . . . again . . . .

Any help in any of these areas and any others would be greatly appreciated.

- Steakboy - Resident N00b at Large . . . . -
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Old 09-30-2004, 05:38 PM   #2
Luke80
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Default Re: Scripting /other stuff help

There are tons of tutorials on this site, just go to the EF2 section. I'm sure that Tempest would help you, I'm not the scripting type, (Although there is some in ROTEC Chapter 2.)
but he is.

End Transmission.
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Old 10-05-2004, 04:51 PM   #3
Bicko
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Default Re: Scripting /other stuff help

4: Don't think it can be done that way. But if you use scripting it can be done.

Just use:
$ENTITYNAME.hide();
$ENTITYNAME.notsolid();
and
$ENTITYNAME.show();
$ENTITYNAME.solid();
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Old 10-05-2004, 10:45 PM   #4
Steakboy
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Default Re: Scripting /other stuff help

k, so how can I hook up a . . . let's say hook up a trigger_multiple to trigger the transfer of a target between those states?
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Old 10-05-2004, 11:36 PM   #5
7o'nine
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Default Re: Scripting /other stuff help

In your script file, make a new method. Something like:
Quote:

void nameOfMethod();
void hideMyEntity();
void unhideMyEntity();

float entityIsHidden; //stores 1 if entity hidden, 0 if not

void nameOfMethod()
{
if ( entityIsHidden == 1 ) //check if entity hidden is true
{
unhideMyEntity();
}
else //else the entityIsHidden is equal to 0
{
hideMyEntity();
}
}

void unhideMyEntity()
{
$ENTITYNAME.show();
$ENTITYNAME.solid();
entityIsHidden = 0; //since entity is now visible
}

void hideMyEntity()
{
$ENTITYNAME.hide();
$ENTITYNAME.notsolid();
entityIsHidden = 1;
}
In your trigger_multiple, set up the following key/value:
key: thread
value: nameOfMethod

The script uses the variable "entityIsHidden" (call it whatever you want) to decide what to do (i.e. whether to hide the entity or show it depending on it's current status).
In your main() method (or if you're using a separate init/setup method to initialize stuff), you'd either use hideMyEntity(); or unhideMyEntity(); to decide if the entity is hidden/shown from the beginning of the level.

You can call your methods/variable anything you want btw.

7
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Old 10-10-2004, 12:32 AM   #6
7o'nine
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Default Re: Scripting /other stuff help

I made an example map, hopefully it'll help things out.
I combined 3 things in there that you asked for (spawning an exo; hiding/showing an object; giving the player weapons in SP). I included a text file in there as well that explains things more if you need it.
http://members.rogers.com/exit/script_help.zip


For your other questions:
2. I've been trying to do this, and so far I haven't found a way to stop the turret from breathing in it's idle state. I guess another option is to convert it into a map model (which I think would require Milkshape/3DS Max).
3. Try checking out this example map on cinematics:
http://game.rbkdesign.com/ef2/exampl...nematics01.pk3

As for scripting tutorials, here's one on "First steps with EF2 scripting":
http://www.ritualistic.com/games.php...firststeps.php
You should also check out the documentation that comes with the EF2 GDK (also available online here: http://www.ritualistic.com/games/ef2/gdkdocs/start.html )
In the left menu, under the Scripting subsection, click on "Classes Reference". Another submenu should appear with Game Module, Client Module and Client Game Module. Each of those contain all the script commands you can use and a short description of what they do. It's pretty handy to check with. The list of commands is kinda long, so press CTRL+F and type in the command you're looking for to find it quicker.

Hope this helps! [img]/forums/images/graemlins/smile.gif[/img]

7
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Old 10-10-2004, 06:15 PM   #7
Steakboy
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Default Re: Scripting /other stuff help

thanx 7! Everything is going smooth now [img]/forums/images/graemlins/wink.gif[/img].

Any one have any of the other answers?

Thanks again 7,

Steakboy - Resident N00b at Large . . . .
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