Looking for a specific SCR file
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Lucky Luciano
- Lance Corporal
- Posts: 14
- Joined: Thu Apr 17, 2003 6:04 pm
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nuggets
- General
- Posts: 1006
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- Location: U-england-K (england in the UK) :P
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lmao well why didn't you say that!!!!
oh you did
i told you that in the 1st post, each player/bot has an array made up of which team their on, that link to the name i'll find tomorrow but i think it's just self.name, nite 4 now, and give a kiss 2 ur sis 4 me
(brother) 
oh you did
i told you that in the 1st post, each player/bot has an array made up of which team their on, that link to the name i'll find tomorrow but i think it's just self.name, nite 4 now, and give a kiss 2 ur sis 4 me
hope this helps, prob not cos it's all foreign 2 me :-/
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Lucky Luciano
- Lance Corporal
- Posts: 14
- Joined: Thu Apr 17, 2003 6:04 pm
If i want to make a script that says "joe blow just fell off a ladder and landed on jim boy" then i need that part of the code that says ie:
println local.attacker + "just fell off a ladder and landed on" + local.inflictor
the part of the code im missing is the part before and after the text. That is the code i need to figure out. Lets just say I got the rest of it to work because i have. I have everything working, it print what i want at the time i want just w/out the name.
-Lucky
println local.attacker + "just fell off a ladder and landed on" + local.inflictor
the part of the code im missing is the part before and after the text. That is the code i need to figure out. Lets just say I got the rest of it to work because i have. I have everything working, it print what i want at the time i want just w/out the name.
-Lucky
I'm sorry but I'm going to blow some illusions.
self.fact.attacker and other stuff only work for AI. global/killed.scr doesn't work for players. Also, the .attacker value is not the name of the attacker but a reference to the attacking entity, whereas .inflictor is the damaging entity, such as a grenade.
.min files are not scripts but give the game information on how much resources it has to load when loading a map. This way it can create the nice little progress bar for us impatient gamers. A .min file is automatically generated if none is present. Some stock maps have a .max file as well, but I don't know how to create them (it's not a 3ds max file
).
You cannot 'translate' binary code from the game dlls into source code
If it was not clear yet, localization.txt is used to translate messages from the default US English texts to other languages.
self.fact.attacker and other stuff only work for AI. global/killed.scr doesn't work for players. Also, the .attacker value is not the name of the attacker but a reference to the attacking entity, whereas .inflictor is the damaging entity, such as a grenade.
.min files are not scripts but give the game information on how much resources it has to load when loading a map. This way it can create the nice little progress bar for us impatient gamers. A .min file is automatically generated if none is present. Some stock maps have a .max file as well, but I don't know how to create them (it's not a 3ds max file
You cannot 'translate' binary code from the game dlls into source code
If it was not clear yet, localization.txt is used to translate messages from the default US English texts to other languages.
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Lucky Luciano
- Lance Corporal
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- Joined: Thu Apr 17, 2003 6:04 pm
Nuggets, in case you dont know who i am.. please check out my vids at http://lucky.element93.com this way you can understand who i am.
-Lucky
-Lucky
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Lucky Luciano
- Lance Corporal
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- Joined: Thu Apr 17, 2003 6:04 pm
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Lucky Luciano
- Lance Corporal
- Posts: 14
- Joined: Thu Apr 17, 2003 6:04 pm
Maybe I'm not making myself abondantly clear. I am not looking for the ablility to alter the AI or the way in which it handles the game. I am looking for the command that tells the game to display the death message. Unless I am on morphine, I think I see the message when someone dies. Therefore, undoubtedly, unequivocally, undeniably, irrefutably, and without question there is a script that tells the game to print that line. And I would be hard pressed to believe that the printing of a line is handled by AI. Maybe I am wrong, and God knows I have been, but it just doesnt make sense in my mind.
-Lucky
(now even more confused than i was yesterday) 
-Lucky
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nuggets
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i'm thinking ur going in a little too deep, but...
i'm working split shifts all next week and week afer 14 days straight so i'll be M.I.A. for a while, but at every opportunity i'll take a look when i can
ur right it must be possible, but how much script that needs to be unravelled will be the crux of it all
i'm working split shifts all next week and week afer 14 days straight so i'll be M.I.A. for a while, but at every opportunity i'll take a look when i can
ur right it must be possible, but how much script that needs to be unravelled will be the crux of it all
hope this helps, prob not cos it's all foreign 2 me :-/
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Lucky Luciano
- Lance Corporal
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- Joined: Thu Apr 17, 2003 6:04 pm
Mission Complete Statistics
I decided to ask my own question in reference to an .scr file. How do you get the mission completed screen to come up after a successful mission? Is it an .scr. I looked through the global .scr files and found a mission complete .scr but something tells me that is not it since I have executed it upon completion of the final objective and it it doesn't ever pop the mission statistics screen up.

- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
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Players names in iprint messages!
I have the same dilema as Lucky, except I have no sister. I wanted to insert the Player name in messages that is sent to client# screen.
But JV makes it pelucidly clear that IT CANNOT BE DONE. It was a good idea while it lasted.
I guess now I move onto something else to script.
Check_JV
while (1)
{
local.JV = "Right"
if (local.JV=="Right")
{
wait 0
iprintlnbold "Thanks for All your help"
}
else
{
wait 1
iprintlnbold "You Da Man"
}
wait 5 }
end
But JV makes it pelucidly clear that IT CANNOT BE DONE. It was a good idea while it lasted.
I guess now I move onto something else to script.
Check_JV
while (1)
{
local.JV = "Right"
if (local.JV=="Right")
{
wait 0
iprintlnbold "Thanks for All your help"
}
else
{
wait 1
iprintlnbold "You Da Man"
}
wait 5 }
end
