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Posted: Fri Apr 18, 2003 2:29 am
by Lucky Luciano
It actually doesnt have anything to do with the localization, I just thought i could figure out the code if i had the string variables for the death message, see i only need the code for determining the player not anything else.
-Lucky
Posted: Fri Apr 18, 2003 2:34 am
by nuggets
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)

Posted: Fri Apr 18, 2003 2:39 am
by Lucky Luciano
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

Posted: Fri Apr 18, 2003 6:34 am
by jv_map
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.
Posted: Fri Apr 18, 2003 8:49 am
by Lucky Luciano
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
Posted: Fri Apr 18, 2003 8:52 am
by Lucky Luciano
So what is the answer then jv??? Complete the script???
-Lucky
Posted: Fri Apr 18, 2003 10:27 am
by jv_map
The answer is:
*drumrolls*
It's not possible

Posted: Fri Apr 18, 2003 10:00 pm
by Lucky Luciano
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)

Posted: Sat Apr 19, 2003 12:41 am
by nuggets
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

Posted: Sat Apr 19, 2003 1:51 am
by Lucky Luciano
Thanks man. I really apprieciate it. I have a killer script written, I just need to plug in the individual names and it will work.
-Lucky
Posted: Sat Apr 19, 2003 6:33 am
by jv_map
Therefore, undoubtedly, unequivocally, undeniably, irrefutably, and without question there is a script that tells the game to print that line.
Apart from scripts, there is game code (much faster). Most of the game is handled by this inaccessible game code rather than by .scr files.
Mission Complete Statistics
Posted: Sat Apr 26, 2003 2:07 pm
by Gen Cobra
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.
Players names in iprint messages!
Posted: Wed May 07, 2003 8:26 pm
by The Jackal
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
Posted: Wed May 07, 2003 8:44 pm
by jv_map
You're welcome
