Re: Swamp Campaign Scripting (SCS)

2017-03-25 Thread AudioGames . net Forum — New releases room : The coll gamer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

It would be cool if you could add food to the map and then an ally can pick it up

URL: http://forum.audiogames.net/viewtopic.php?pid=304020#p304020





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Re: Swamp Campaign Scripting (SCS)

2015-10-13 Thread AudioGames . net Forum — New releases room : Rio_unesa via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

where is this file, its gone already?

URL: http://forum.audiogames.net/viewtopic.php?pid=234699#p234699





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Re: Swamp Campaign Scripting (SCS)

2015-08-25 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

@Chris, I came to report that same bug. Guess you got there first.add item zone1 1 Broken ankle at Indie driveWill allow me to pick up an Indie drive at Indie drive.Now, Im not sure if I can wear this Indie drive, or swing it at zombies like the incredible hulk or something, but either way, its not what I thought it would do. Just thought Aprone or someone should know.

URL: http://forum.audiogames.net/viewtopic.php?pid=229234#p229234




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Re: Swamp Campaign Scripting (SCS)

2015-08-04 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hi.Ok, so Im trying to add a custom item to a specific zone in version 3.6b of Swamp. Im still working on the generator campaign I talked about a little while ago. Here is the code. For some reason, it says i have found 1 church instead of 1 generator. Can I get some help?add item zone2 1 -Generator at Church

URL: http://forum.audiogames.net/viewtopic.php?pid=226559#p226559




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Re: Swamp Campaign Scripting (SCS)

2015-07-20 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

I think the Hospital is zone2. Generally, buildings are zone2, and individual rooms or objects are zone1, IIUC.

URL: http://forum.audiogames.net/viewtopic.php?pid=224824#p224824




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Re: Swamp Campaign Scripting (SCS)

2015-07-20 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

thats odd. I would have thought that operating room of hospital is zone2 since it is inside of another zone.

URL: http://forum.audiogames.net/viewtopic.php?pid=224840#p224840




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Re: Swamp Campaign Scripting (SCS)

2015-07-20 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

CAE Jones is right. Swamp maps handle the zones where the primary zone is the specific place you are, and the secondary zone is the overview. That might be why your script wasnt working as intended.Oh Chris, I also wanted to quickly mention that the next update does allow SCS to spawn items onto zones like you requested. It doesnt work with spawning the player yet, but I may get around to that at some point.

URL: http://forum.audiogames.net/viewtopic.php?pid=224843#p224843




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Re: Swamp Campaign Scripting (SCS)

2015-07-19 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Sorry for the double post but Ive thought of some things that could be added to SCS. The main thing I would like to see is support for adding items to specific zones. This would make things a lot easier than trying to figure out the coordinates for the zone. This would make the item spawn in a random location within the zone. I would also like to be able to spawn the player in a specific zone of the map.Speaking of zones, do zombies spawn in secondary zones if you specify a primary zone? For instance, I tried to have zombies spawn in the Hospital zone. However, I didnt hear any zombies when I went into that specific zone. Is this buggy or are they simply spawning in different parts of the zone, possibly in zone2 locations within the zone1?

URL: http://forum.audiogames.net/viewtopic.php?pid=224778#p224778




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Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hello.Ive got another question and Im not sure if SCS can do this or not.I want to have zombies spawn randomly every 15 or so seconds. Is this possible to do with a timer and an if statement? I know you can specify what happens at specific times on a timer, but is there any way to make something happen when the timer increases by an x amount of seconds or minutes?

URL: http://forum.audiogames.net/viewtopic.php?pid=224619#p224619




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Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hello.Ive got another question and Im not sure if SCS can do this or not.I want to have zombies spawn randomly every 15 or so seconds. Is this possible to do with a timer and an if statement? I know you can specify what happens at specific times on a timer, but is there any way to make something happen when the timer increases by an x amount of seconds or minutes?editI think I found out how to make this work. However, I get an error. Can someone help? Here is the code.new var counter=[timer.seconds]+-1+block add counter by 15add random normal=2say=2 zombies have been added to the map!end event

URL: http://forum.audiogames.net/viewtopic.php?pid=224619#p224619




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Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hello.Ive got another question and Im not sure if SCS can do this or not.I want to have zombies spawn randomly every 15 or so seconds. Is this possible to do with a timer and an if statement? I know you can specify what happens at specific times on a timer, but is there any way to make something happen when the timer increases by an x amount of seconds or minutes?editI think I found out how to make this work. However, I get an error. Can someone help? Here is the code.+-1+block add counter by 15add random normal=2say=2 zombies have been added to the map!end event

URL: http://forum.audiogames.net/viewtopic.php?pid=224619#p224619




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Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Youd probably want something like this:start timer+-1+block time event m=0 s=15add random normal=2say=Two Zombies have been added to the map!set timer m=0 s=0end eventThe error you get is probably because youre using add counter by 15 as though its an event, when its only a command. Actually, counter does not update on its own.It might help to read the bits on timers.

URL: http://forum.audiogames.net/viewtopic.php?pid=224631#p224631




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Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Ahh, I get it now. Youre basically making the timer go up to 15 seconds, executing the other stuff inside the block, and then restarting the timer from 0 seconds. Dont know why I didnt think of that. Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=224665#p224665




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Re: Swamp Campaign Scripting (SCS)

2015-07-04 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Is it just me, or do the running shoes and running shorts not have any noticeable effect on speed? Idve imagined them being worth at least a point in speed a piece, but together, I dont seem to be getting any faster.I regret to whine about the Keyboard controls suddenly break bug again. I mention it because it just hit me in the same campaign it normally does, but at a different spot from usual.The escape key works, but nothing else does, so Ill have to kill it with task manager.Unfortunately, its pretty deep in the campaign and I have no idea what could be causing it, other than that it only happens on a specific map with specific time events and such. I have no idea how to go about hunting down what specifically causes it--maybe make a campaign just on this map?Debug log looks like this:Starting programLoading JAWS Apierror: ActiveX component cant create objectVersion is
  3.5Sapi is set to 0Loading settings/progressCreating DirectSound...Using DX8Setting Coop levelSound finished.First sayitFirst sound test.Using EnglishScreen resolution: 1366x768Client resolution: 11850x7905Center point: 0,0Load finished.error in findclearspotZZ2: Subscript out of rangeerror in findclearspotZZ2: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotXY: Subscript out of rangeerror in findclearspotXY: Subscript out of rangeerror in findclearspotXY: Subscript out of rangeerror in mak
 esound: c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow1.wav -2915.92651769581 -628.561668183533 12error in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of ra
 ngeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in findclearspotZZ1: Subscript out of rangeerror in makesound: c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow4.wav -1921.9528611738 -1129.28241985094 12error in makesound: 
 c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow1.wav - 0 5error in makesound: c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow4.wav - 0 5error in makesound: c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow2.wav - 0 8error in makesound: c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow1.wav - 0 6error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in shoot: Subscript out of range 85error in makesound: c:\Users\CAE\Downloads\games\Swamp\sounds\Zombies\Raider\Arrow3.wav - 0 8error in makesound: c:\Users\CAE\Downloads\games\Swamp\sounds\Steps\border.wav\Run4.wav 900 20 -1error in form1keydown: Subscript out of rangeerror in form1keydown: Subscript out of rangeerror in form1keydown: Invalid procedure call or argumenterror in form1keydown: Subscript out of rangeerror in form1keydown: Subscript out of rangeerror in form1keydown: Invalid procedure call or argumenterror in form1keydown: Subscript out of rangeerror in form1keydown: Subscript out of rangeerror

Re: Swamp Campaign Scripting (SCS)

2015-07-04 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

CAE, those are some pretty serious errors. Serious in that they would have your campaign all tied up in knots, and I have no idea what could cause many of them. Im going to go through this and brainstorm what could be happening, but if you feel like sending me your campaign, that might help me track down the cause.

URL: http://forum.audiogames.net/viewtopic.php?pid=222647#p222647




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Re: Swamp Campaign Scripting (SCS)

2015-07-04 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Eh, Ill go ahead and link it here:https://www.sendspace.com/file/a0f0sdIts kinda long and complex already.Things dont start to go noticeably wrong until the section on the Klidore map, although I havent checked the debug log prior to that to see if any of those zz2 errors show up earlier. For reference, the jump to that map happens when the script variable is 20, and shortly afterward, plot changes to 10 (and increases as you accomplish things). The curmap variable should be 1.Ah, it occurs to me that I did have a problem adding a random ambience at one point, but I probably screwed up the path or something.Now that I think of it, it does seem like a lot of Med kits show up on that map, too. I added quite a few, so its entirely possible its doing what I told it to, but sometimes it seems like they are showing up in swarms where I wouldnt expect it.I kn
 ow I have had issues trying to load saved playthroughs of this campaign; variables apparently dont load right and it starts throwing out variable not found errors. I havent tried it recently, so I dont know if it still does that. But if thats related, that happens if the save is prior to the Klidore section.

URL: http://forum.audiogames.net/viewtopic.php?pid=222667#p222667




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Re: Swamp Campaign Scripting (SCS)

2015-07-03 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Thanks Aprone. When it comes out, Ill get working trying to break things then. 

URL: http://forum.audiogames.net/viewtopic.php?pid=222566#p222566




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Re: Swamp Campaign Scripting (SCS)

2015-07-02 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Jsymes, I think those are fixed, but I cant make any guarantees. Because I was never really able to reproduce those bugs at will, I cant know for sure if they are fixed or just not happening right now. Such is the nature of those darn randomly occuring bugs.

URL: http://forum.audiogames.net/viewtopic.php?pid=222389#p222389




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Re: Swamp Campaign Scripting (SCS)

2015-07-02 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Aprone, please please please tell me this means those nasty ally bugs where they would suddenly stop dead while moving or even completely disappear when nothing was around to kill them are now fixed? Ive had two campaigns Ive tried making break because of those bugs.

URL: http://forum.audiogames.net/viewtopic.php?pid=222382#p222382




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Re: Swamp Campaign Scripting (SCS)

2015-07-01 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

The zombies behave normally, but most of the things you mentioned for allies need to be coded, except I think ally.name.health works. ... Yeah, ally.name.health works, but it is read only.If you want to heal an ally, use the hurt zombie command, with negative values. Example:+-1+block fire event Field kit
set var x1=[player.x]
set var y1=[player.y]
set var x2=[player.x]
set var y2=[player.y]
add x1 by -10
add y1 by -10
add x2 by 10
add y2 by 10
hurt zombie -25 -20 x1,y1,x2,y2 ally
end eventI dont think theres a way to figure out what items are in a given area, so itd be harder to let an ally pick them up. IIRC, theres a way to remove items, but I havent used it so am not very confident in that one.If you dont give allies guns, or give them melee weapons, they simply wont fight. You can simulate melee for allies using a timer and a hitbox like in the field kit example above. (Preferably, add a zombie count check first, and be aware that zombie count any will count allies toward the number of zombies in range.)If it helps, heres one of my ally time events:+-1+block while wolfdead=0 and time6 event m=0 s=1
set var px=[ally.Wolf.x]
set var py=[ally.Wolf.y]
set var dx=px
set var dy=py
add dx by -3
add dy by -3
add px by 3
add py by 3
set var temp=0
zombie count dx,dy,px,py temp=any
if temp1 then ally sound Wolf=weapons\Machete\fireM.wav
if temp1 then hurt zombie 75 300 dx,dy,px,py any
end eventI never bothered keeping an ally count variable, so if there are variable numbers of allies in the same place, you can have allies swinging at each other. Sending any to the hurt zombie command doesnt seem to hurt allies--you nee to specify directly--but you might add an extra line there to heal allies, just in case theyre killing themselves this way.The biggest issue Ive had with allies is just the bizarre bug where they occasionally just cease to exist for no obvious reason. This usually comes after a jump command, and my attempts to isolate it suggest it actually takes two. Its gotten better with recent updates, though, so Ive paid less attention to trying to debug it and just put in a chat command to tell the game when theyve disappeared (hence, the wolfdead variable in the above snippet).Also, if zombies are killed with the hurt zombie command, it doesnt seem to fire a kill event. 
 I set up a campaign where youre being chased through a temple by an enormous monster, and simultaneously trying to kill a raider to take his stuff... and had a melee ally kill the raider instead, making it impossible to win!(I tried to add some failsafes afterward, and started telling my ally to stay put until I could take out the Raider, but that whole section is intense enough that the couple times it ended that way were frustrating.  )

URL: http://forum.audiogames.net/viewtopic.php?pid=01#p01




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Re: Swamp Campaign Scripting (SCS)

2015-07-01 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Ok, why do we need 4 player variables? What are the -10 and +10 for? DOes that say that when the medkit is used, the ally must be 10 tiles away from the player? Im confused. The -25 I beleive means the ally will be healed for 25 HP.

URL: http://forum.audiogames.net/viewtopic.php?pid=65#p65




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Re: Swamp Campaign Scripting (SCS)

2015-07-01 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Those are the corners of the affected area.

URL: http://forum.audiogames.net/viewtopic.php?pid=83#p83




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Re: Swamp Campaign Scripting (SCS)

2015-06-30 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hello.Well, this issue may not completely ruin my campaign. Ive got some questions. What happens if you dont set a weapon for an ally? Does it do nothing? Can allies pick up items if they step on the square of the item? Do medkits heal allies and zombies if they are close enough? Is it possible to view ally information like health with something like [alliename.health]? Do zombies react to loud noises like gunshots and steps and player voices? Are zombies drawn to the noise of envrionmental sounds that you place in specific spots on the map? Im just trying to figure out whether I have to code all this in manually or if it behaves like the standard online or custom map game.

URL: http://forum.audiogames.net/viewtopic.php?pid=222159#p222159




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Re: Swamp Campaign Scripting (SCS)

2015-06-29 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hi.All right, Allies are driving me crazy. When I make an ally, it constantly shoots ammo, wasting tons of shots and hardly turning to face the enemies. Even when there are no enemies near our current area, it is still walking around, shooting shots at nothing. Whats going on here? Is this a bug? If so, this is really disappointing. I was hoping the ally system could be more useful than this. Here is my code for a test campaign. Note that Ive tried to play around with the awareness, aim, and shot delay values to no avail.map=multi1add Ally spot 225,41,225,41 name=James gun=AA12set ally voice James=2set ally speed James=30set ally mission James=followset ally obey James=yesset ally aggression James=fullset ally ammo James=1300set ally awareness James=2set ally aim James=6set ally shot delay James=250add random normal=50Any help? Should I just give up on allies? If so, this makes the ca
 mpaign Im planning to work on useless.

URL: http://forum.audiogames.net/viewtopic.php?pid=222008#p222008




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Re: Swamp Campaign Scripting (SCS)

2015-06-29 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Chris, there are indeed bugs with the ally AI that are almost certainly causing that odd behavior. In the next Swamp version those bugs have been worked on. It might help to know theyve been solved, but it also sucks because the next version of Swamp isnt ready yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=222017#p222017




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Re: Swamp Campaign Scripting (SCS)

2015-05-04 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hi Aprone, thanks for the suggestion. I gave it a try, but no luck. At first, I thought it did work and a few times after dropping off I was told to get more supplies when I hit enter again, but after a while I was able to drop off several times. The only thing I can think of that I did differently was I accidentally ended up running further into the truck. No guarantee that was what did it though. Another possibility is that its my code where Im having the allies randomly picking up (although not really) crates. Ill try turning that off and see if it has any effect. On the up side, this has cleaned up my script a little. So thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=214882#p214882




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Re: Swamp Campaign Scripting (SCS)

2015-05-04 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hi Aprone, thanks for the suggestion. I gave it a try, but no luck. At first, I thought it did work and a few times after dropping off I was told to get more supplies when I hit enter again, but after a while I was able to drop off several times. The only thing I can think of that I did differently was I accidentally ended up running further into the truck. No guarantee that was what did it though. Another possibility is that its my code where Im having the allies randomly picking up (although not really) crates. Ill try turning that off and see if it has any effect. On the up side, this has cleaned up my script a little. So thanks.Edit: I tried turning my allies picking up crates off and it had no effect. Then I remembered it effects me on a map that doesnt have that functionality in it anyway. Worth a try, though.

URL: http://forum.audiogames.net/viewtopic.php?pid=214882#p214882




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Re: Swamp Campaign Scripting (SCS)

2015-04-30 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Would Aprone still check this thread? Ive got a pretty bad bug effecting me in newer versions. Well, in case he does swing by, Ill post it anyway. In my warehouse missions in my Black October campaign, Ive noticed a recent bug when you drop off crates. On the first drop off, all goes fine. You drop off, and then you have no crates in your possession. After the first lot of crates are dropped off, when you drop off, the crates still remain in your inventory. So essentially, you can stand there hitting enter and dropping off more and more crates! Kinda annoying.Here is my crate dropping off segment. Let me know if its me doing something wrong here.+-1+block while chapterNum=3 and location enter event 85,17,89,30item count cratesHeld=-Supply crateif cratesHeld=0 then say=You must pick up some supplies first// subtract the crates held from zero to see how many to strip the player ofif cratesHeld0 then set 
 var inverseCratesHeld=0if cratesHeld0 then subtract inverseCratesHeld by cratesHeld// give item with a negative number removes items from the inventoryif cratesHeld0 then give item inverseCratesHeld -Supply crateif cratesHeld0 then subtract cratesToGet by cratesHeldif cratesHeld0 then play sound items\crate.wavif cratesHeld0 then radio=[player.name] has dropped off [cratesHeld] crates. You must find [cratesToGet] more cratesif cratesHeld0 then quest=Bring [cratesToGet] more crates back to the truck// if all the crates are retrieved, move them onto the next missionif cratesToGet=0 then campaign=Black October Chapter3a.txtend eventAny help gratefully received.

URL: http://forum.audiogames.net/viewtopic.php?pid=214350#p214350




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Re: Swamp Campaign Scripting (SCS)

2015-04-30 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Truecraig, I see that youre giving the player a negative number of supply crates after they turn them in. That seems like the right way to do it, so my guess is that somewhere in that code is where the problem is. When you give negative amounts of an item, it wont go below zero so you can skip trying to use a variable. You could do this instead to see if this solves the problem:if cratesHeld0 then give item -999 -Supply crate

URL: http://forum.audiogames.net/viewtopic.php?pid=214355#p214355




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Re: Swamp Campaign Scripting (SCS)

2015-03-18 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hello folks. I have a campaign ready for you. Its not much of anything, and it probably doesnt make much sence but whatever.This campaign is called Amorphous Madness.I wont say much about it right now, but I will tell you where to put the file and folder respectively.Put the campaign folder in the campaign dirctory of swamp, and put the Amorphous Madness folder in the Ambience folder.Thats where my pointless sounds are.Then load it up, and enjoy.The link to download this campaign is:https://dl.dropboxusercontent.com/u/359 … Madness.7z

URL: http://forum.audiogames.net/viewtopic.php?pid=209073#p209073




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Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Tile IDs depend on the map, but the most common order (since most built-in maps use it, and custom maps can load from the same list) will be:1: grass2: Dirt3: Swamp4: water5: Pavement6: Wood7: Wall8: Border9: River10: Bridge11: Bridgeboarder12: Charred13: Pew14: Carpet15: Stairs16: Grating17: Sewer Pipe18: Sewage19: Car20: Concrete21: Glass22: Border23: RoofThose are mostly standard, though Im not sure if Multi1 is set up that way.Some maps have more; the rest of these are for Multi5:24: Gate25: Filler26: Trees27: LeavesSome of the warehouses use crates in place of Roof (WarehouseC1 does, at least).Warehouse3 (the stripmall) is quite different after 23:24: Fence25: Crate26: Border27: Isle28: Pole29: BarricadeCTF1 and Multi3 add the follow
 ing (others might as well, but not sure):24: Doorjam25: Trees26: Leaves27: Fire

URL: http://forum.audiogames.net/viewtopic.php?pid=208724#p208724




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Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Yeah. I cant think of a workaround. Maybe come up with some kinda hash system based on peoples names, or something. Where A is 1 and Z is 26, add the digit corresponding to the first letter of your last name. Put custom voices there.But then people would have to agree on a system.

URL: http://forum.audiogames.net/viewtopic.php?pid=208875#p208875




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Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Very good. Thank you for the list.Now; Did you get my blabber about the hurt sounds for custom voices?

URL: http://forum.audiogames.net/viewtopic.php?pid=208873#p208873




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Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

So I did try if [player.hp]=0 then kill player. Sadly it doesnt work in V3.5. And I do want allies with custom voices to respond to getting hurt. The ouch ouch ouch ou ou ou au au au sounds you hear when you yourself get hurt. The problem is that it looks for the hurt sounds for the voice in the voices folder with whatever number from 1 to 56 in this case. And I cant say something like:set ally voice Fred=Movie\7That would work if that was possible. But the system doesnt allow for that.Sure I could do:set ally voice Fred=57orset ally voice Fred=58Or something ridiculous like:set ally voice Fred=157But you see what I mean?If someone else had a campaign with the same number in that regard you do, then you might be somewhat screwed.Another thing I need to do is figure out which codes represent whitch tiles. I know there are c
 ommands to specify this, but Im wondering if anyone has a list of all the ID tags for the different tiles.Theres lots more I can say here but for now, it is enough.

URL: http://forum.audiogames.net/viewtopic.php?pid=208710#p208710




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Re: Swamp Campaign Scripting (SCS)

2015-03-13 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

ah thanks cea jones. i surprised i didnt catch that one myself. lol.if anyone is interested here is the finished copy. https://dl.dropboxusercontent.com/u/464 … e.txt?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=208407#p208407




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Re: Swamp Campaign Scripting (SCS)

2015-03-13 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

I managed to find the way to make Allys move to coordinates after I posted my question. And I was refering to custom voices for when the ally gets hurt.

URL: http://forum.audiogames.net/viewtopic.php?pid=208426#p208426




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Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Yeah. But its not like for the voices can be named folders within the voices folder. Because all the voices are numbered. And therefore, the set ally voice Fred=7 command is only used for when your ally is getting attacked. I no I could add numbers to the voices folder, but what if someone makes another interactive campaign movie and we both happen to add voices 57 through whatever. Youll have a conflict. So unless you can do something like set ally voice Fred=MyMovieCampaign\7, I dont see how this could work.And another thing. As far as the Go behavior for an ally, how do you tell it to go to a certain coordinates? The documentation is not clear on this.

URL: http://forum.audiogames.net/viewtopic.php?pid=208250#p208250




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Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

going back to timer issues and stuff, i have my code for spreading out messages so they play at intervals. i have seen this in other campaigns and i have copied exactly what those campaigns use. however, it doesnt seem to work. even though the other campaigns i based my code off of do. my code is as follows:start timertime event m=0 s=2radio=your commanding officer says, good morning [player.name].time event m=0 s=4radio=your commanding officer says, we have spotted a hord of undead traveling south on Green laine.time event m=0 s=6radio=your commanding officer says, we need you to go out and deal with them before they make it to the safezone and ruin all we have worked towards.time event m=0 s=8radio=your commanding officer says, i have left a few guns and a few clips of ammo next to the door. make sure to pick it up before you go out. or were all doomed.time event m=0 s=10radio=your co
 mmanding officer says, Do you copy?stop timerwhat is happening is that none of those messages are playing. ive even tried it with the +-1+ part in the posts above. but still nothing. any help here?

URL: http://forum.audiogames.net/viewtopic.php?pid=208193#p208193




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Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

It doesnt really matter where you put the voices, unless you want them to be how allies respond to getting hurt / voice commands from the player. The ally sound command works with anything in the sounds folder, so you could just add sounds/myMovie/, or voices/myMovie, whichever you prefer.ally sound fred=voices\myMovie\medic.wavandally sound fred=myMovie\medic.wavand evenally sound Fred=Ambience\DestroyV2.wavAre all valid, assuming the appropriate folders and files exist.On making allies move:Do you mean the ally go command?Movement commands can be given to allies. Start with set ally go, the X and Y coordinates for the location (separated by a comma), a space, and the allys name. Do not use decimals in the coordinates. If the allys behavior has been set to follow the player, then the movement command will quickly be forgotten and the all
 y will continue to follow the player. If the allys behavior is set to stand still, the ally will ignore the movement command until you set its behavior to either go or wander.set ally go 18,24 JeremyBut this does require setting their mission to go:set ally mission fred=goAnd if theyre obedient to the player, a voice command might interrupt them.They dont seem especially good at navigating around corners, though.If you mean moving them directly, ally jump:Allies can be instantly jumped to any point on the map. Start with set ally jump, the X and Y coordinates for the location (separated by a comma), a space, and the allys name. Do not use decimals in the coordinates.set ally jump 18,24 Aprone

URL: http://forum.audiogames.net/viewtopic.php?pid=208287#p208287




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Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

so i think my campaign is about done. the only thing i see is that im getting this error when i launch it, Error. The variable timer event m=0 was not found.my code is as follows.map=multi2d=90no respawnstarting gearquest=talk to your commanding officer.new var progress=1start timertime event m=0 s=2radio=your commanding officer says, good morning [player.name].time event m=0 s=4radio=your commanding officer says, we have spotted a hord of undead traveling south on Green laine.time event m=0 s=6radio=your commanding officer says, we need you to go out and deal with them before they make it to the safezone and ruin all we have worked towards.time event m=0 s=8radio=your commanding officer says, i have left a gun and a few clips of ammo next to the door. make sure to pick it up before you go out. or were all doomed.block time event m=0 s=10radio=your commanding officer says, Do you copy?pause timeradd progress by 1end event//progress is 2block while progress=2 and chat contains event=copyradio=your commanding officer says, then what are you waiting for. get out there and illiminate that undead skum!quest=pick up the weapons and ammo.add progress by 1end event//progress is 3+-1+block while progress=3 and location event 221,386,223,388say=as you leave the police station, you grab an m16, several spare clips of ammo, and a few med kits from the weapons wrack by the door.give item 1 M16play sound Get\Assault.wavgive item 500 5.56mm ammoplay sound Get\556.wavgive item 20 Med kitplay sound get\medkit.wavadd spot 227,313,241,336 Canine=10add spot 227,313,241,336 normal=10add spot 227,313,241,336 giant=10add spot 227,313,241,336 tyrant=10add progress by 1<
 br />end event//progress is 4while progress=4 and zombie event=0start timerblock time event m=0 s=12Radio=your commanding officer says, great job recruit! youve earned the rest of the day off.quest=return the the safezone and celebrate your victory.add progress by 1pause timerend event//progress is 5+-1+while progress=5 and location event 221,383,223,386start timerblock timer event m=0 s=13play sound \player\level2.wavvictory=congratulations! you have saved the day!end eventim sure there are definitely ways that my code could be streamlined but i think this is a good start for my first campaign. cea jones, i tried to understand what you wrote in post 672 or what ever number it was, but i didnt understand it very well. maybe if you could explain it a bit. maybe even going line by line if you dont mind.

URL: http://forum.audiogames.net/viewtopic.php?pid=208326#p208326




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Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

It should be time event, instead of timer event. Just remove the r.

URL: http://forum.audiogames.net/viewtopic.php?pid=208370#p208370




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Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Your stop timer executes before any of the events fire. You need to change the last 3 lines into this:block time event m=0 s=10radio=your commanding officer says, Do you copy?stop timerend eventWhen I do something like this, what I generally do is put it all into one event with a huge stack of ifs, such as:new var script=1+-1+block time event m=0 s=3if script=1 then radio=Monkeydude says. Hey, [player.name]!if script=2 then radio=Monkeydude says. Whats up?if script=2 then stop timerif script=3 then radio=Monkeydude says. Watch out for Dires!if script=4 then radio=Monkeydude says. Ima hide in the truck.if script=5 then radio=Monkeydude says. Good luck!if script=5 then stop timerif script=6 then radio=Monkeydude says. All right! We sure showed them!add script by 1set timer m=0 s=0end eventThen events that start scenes will start the timer, and if necessa
 ry, set script.

URL: http://forum.audiogames.net/viewtopic.php?pid=208198#p208198




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Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

At audioracer: did you enter the location event exactly like that? Zone events and location events dont mix that way.

URL: http://forum.audiogames.net/viewtopic.php?pid=208199#p208199




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Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

No I didnt. But I must say that my audible countdown timer works beautifully. What I wish I could do is make my campaign into a movie deal with you playing as a main character in a storyline. And this would mean there would be audible voices talking as in real time. And Im not sure if the system can handel that because it would involve lots of custom voices.

URL: http://forum.audiogames.net/viewtopic.php?pid=208216#p208216




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Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

I think it could; its more a question of getting players to download all the files.

URL: http://forum.audiogames.net/viewtopic.php?pid=208232#p208232




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Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Yeah. But its not like for the voices can be named folders within the voices folder. Because all the voices are numbered.

URL: http://forum.audiogames.net/viewtopic.php?pid=208250#p208250




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Re: Swamp Campaign Scripting (SCS)

2015-03-10 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Ive gotten it to work (disclaimer: not tested in 3.5), but its usually in the form if [player.hp]=0 then kill player, which is somewhat redundant.(I just checked, and I have 3 versions of Fyquest. Ill need a fourth if I want to update the armor now that there are no light helmets. ... actually, I need to update pretty much all the armor, since the only two that are still in the game are the military helmet and leather jacket. It also kinda relied on not being able to use skill points.)

URL: http://forum.audiogames.net/viewtopic.php?pid=208083#p208083




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Re: Swamp Campaign Scripting (SCS)

2015-03-10 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

OK. What I did is, I tried it in a location event.So for example:location event Zone1 Jackson Streetkill playerThats where I found the bug.

URL: http://forum.audiogames.net/viewtopic.php?pid=208128#p208128




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Re: Swamp Campaign Scripting (SCS)

2015-03-10 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Sorry for the double posting here but I just wanted to switch subjects from my previous post. If you want to use the kill player command, dont do it. It doesnt work properly. What happens when you try to use it is while you cant walk, you can still switch between weapons and use the voice radio. I havent tested this with chatting and firing weapons. But it doesnt actually kill you. What it should do is randomly play one of the death sounds, kill you, and actually tell you that you have been killed. But it doesnt. So stay away from this command until Aprone can get it fixed.

URL: http://forum.audiogames.net/viewtopic.php?pid=208064#p208064




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Re: Swamp Campaign Scripting (SCS)

2015-03-09 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

start timer+-1+time event m=4 s=0play sound Ambience/time60.wav+-1+time event m=4 s=30play sound Ambience/time30.wav+-1+time event m=4 s=40play sound Ambience/time20.wav+-1+time event m=4 s=50play sound Ambience/time10.wav+-1+time event m=4 s=55play sound Ambience/time05.wav+-1+time event m=4 s=56play sound Ambience/time04.wav+-1+time event m=4 s=57play sound Ambience/time03.wav+-1+time event m=4 s=58play sound Ambience/time02.wav+-1+time event m=4 s=59play sound Ambience/time01.wavblock time event m=5 s=0play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event

URL: http://forum.audiogames.net/viewtopic.php?pid=207981#p207981




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Re: Swamp Campaign Scripting (SCS)

2015-03-09 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Should I delete some of that other code for the timer including the countdown variable?

URL: http://forum.audiogames.net/viewtopic.php?pid=207984#p207984




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

audioracer wrote:Hey Folks. Im having trouble with my script. Im basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//Im trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Amb
 iance\Time10.wavif [timer.seconds]=5 then play sound Ambiance\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest. This is just here as a test.say=This is just a test of the new campaign mode. There is very little point to this file except to give people a working file to experiment with.//Dont mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you dont have the file, it wont work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfoll
 is\versapoint//Lets give the player some starting gear.starting gear//If the player reaches this location, then two robot sounds will play randomly. But this doesnt seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end eventAmbiance in the swamps sound folder is spellt Ambience. I corrected several errors regarding that.Timers do not count down. This is what I would do to set up a countdown.map=multi1

//god mode
//create a countdown variable so the timer knows when to start timing down
new var countdown=0
set music=Music\Map1.mp3
x=30
y=14
no respawn
add items 60 1 10,30,80,80 *
quest= There really is no quest.  This is just here as a test.
say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.
add amb 7,7 johnfollis\versapoint
add amb 14,14 johnfollis\versapoint
add amb 7,20 johnfollis\versapoint
starting gear
//any event is prefixed with a number enclosed with plus signs to show how many times itll exicute.
//In this case, only once.
+1+block location event 3,3,10,10
add random amb 10,10 johnfollis\robo
add random amb 3,3 johnfollis\robot
end event

+1+block zone1 event Jackson street
level up
add spot 35,16,37,16 raider=1
end event
//my idea is to use the timer in reverse. You cannot count down using the timer, so I have to use multiple time events starting at one seconds and ending with 60 seconds.

start timer1
//the line below is the time the timer runs before starting a countdown. In this case, 29 seconds.
//I had to do 29 because it does something strange if I do thirty. Ive yet got to think of a solution for that.
+-1+block time event m=0 s=29
//the heres where the countdown variable is needed.
if countdown=0 then stop timer1
if countdown=0 then start timer1
if countdown=0 then set var countdown=1
//this event only exists to reset the timer and to change the countdown variable to 1, so the countdown events announce.
end event
//the next few events are only to announce the countdown.
//if countdown does not equal to one, swamp will ignore the statements.
+-1+time event m=0 s=1
if countdown=1 then play sound Ambience\Time60.wav

+-1+time event m=0 s=30
if countdown=1 then play sound Ambience\Time30.wav

+-1+time event m=0 s=40
if countdown=1 then play sound Ambience\Time20.wav

+-1+time event m=0 s=50
if countdown=1 then play sound Ambience\Time10.wav

+-1+time event m=0 s=55
if countdown=1 then play sound Ambience\Time05.wav

+-1+time event m=0 s=56
if countdown=1 then play sound Ambience\Time04.wav

+-1+time event m=0 s=57
if countdown=1

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Those timer ifs arent inside an event, so they get executed once, and never again.Luckily, I did this exact thing just today:(its based on food in Hard Core mode, but the idea is the same):new var food=500+-1+block time event m=0 s=1add food by -1if food0 then food=0if food=0 then Defeat=You have starved to death. Game over.if food=60 then play sound ambience/time60.wavif food=30 then play sound ambience/time30.wavif food=20 then play sound ambience/time20.wavif food=10 then play sound ambience/time10.wavif food=5 then play sound ambience/time05.wavif food=4 then play sound ambience/time04.wavif food=3 then play sound ambience/time03.wavif food=2 then play sound ambience/time02.wavif food=1 then play sound ambience/time01.wavset timer m=0 s=0end event+-1+block pickup event -Foodadd food by [random/10/100]add item 1 3,3,[map.width],[map.he
 ight] -Foodend event+-1+shiftq event food0say=You have [food] food.start timer

URL: http://forum.audiogames.net/viewtopic.php?pid=207941#p207941




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hey Folks. Im having trouble with my script. Im basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//Im trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Ambiance\Time10.wavif [timer.seconds]=5 then play sound Ambia
 nce\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest. This is just here as a test.say=This is just a test of the new campaign mode. There is very little point to this file except to give people a working file to experiment with.//Dont mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you dont have the file, it wont work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfollis\versapoint//Lets give the player some starting gear.starting gear//If the player reaches this location, then two robot sounds will play randomly. But this doesnt seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end event

URL: http://forum.audiogames.net/viewtopic.php?pid=207920#p207920




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

audioracer wrote:Hey Folks. Im having trouble with my script. Im basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//Im trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Amb
 iance\Time10.wavif [timer.seconds]=5 then play sound Ambiance\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest. This is just here as a test.say=This is just a test of the new campaign mode. There is very little point to this file except to give people a working file to experiment with.//Dont mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you dont have the file, it wont work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfoll
 is\versapoint//Lets give the player some starting gear.starting gear//If the player reaches this location, then two robot sounds will play randomly. But this doesnt seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end eventTimers do not count down. This is what I would do:map=multi1

//god mode
//create a countdown variable so the timer knows when to start timing down
new var countdown=0
set music=Music\Map1.mp3
x=30
y=14
no respawn
add items 60 1 10,30,80,80 *
quest= There really is no quest.  This is just here as a test.
say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.
add amb 7,7 johnfollis\versapoint
add amb 14,14 johnfollis\versapoint
add amb 7,20 johnfollis\versapoint
starting gear
//any event is prefixed with a number enclosed with plus signs to show how many times itll exicute.
//In this case, only once.
+1+block location event 3,3,10,10
add random amb 10,10 johnfollis\robo
add random amb 3,3 johnfollis\robot
end event

+1+block zone1 event Jackson street
level up
add spot 35,16,37,16 raider=1
end event
//my idea is to use the timer in reverse. You cannot count down using the timer, so I have to use multiple time events starting at one seconds and ending with 60 seconds.

start timer1
//the line below is the time the timer runs before starting a countdown. In this case, 29 seconds.
//I had to do 29 because it does something strange if I do thirty. Ive yet got to think of a solution for that.
+-1+block time event m=0 s=29
//the heres where the countdown variable is needed.
if countdown=0 then stop timer1
if countdown=0 then start timer1
if countdown=0 then set var countdown=1
//this event only exists to reset the timer and to change the countdown variable to 1, so the countdown events announce.
end event
//the next few events are only to announce the countdown.
//if countdown does not equal to one, swamp will ignore the statements.
+-1+time event m=0 s=1
if countdown=1 then play sound Ambience\Time60.wav

+-1+time event m=0 s=30
if countdown=1 then play sound Ambience\Time30.wav

+-1+time event m=0 s=40
if countdown=1 then play sound Ambience\Time20.wav

+-1+time event m=0 s=50
if countdown=1 then play sound Ambience\Time10.wav

+-1+time event m=0 s=55
if countdown=1 then play sound Ambience\Time05.wav

+-1+time event m=0 s=56
if countdown=1 then play sound Ambience\Time04.wav

+-1+time event m=0 s=57
if countdown=1 then play sound Ambience\Time03.wav

+-1+time event m=0 s=58
if countdown=1 then play sound Ambience\Time02.wav

+-1+time

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

audioracer wrote:Hey Folks. Im having trouble with my script. Im basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//Im trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Amb
 iance\Time10.wavif [timer.seconds]=5 then play sound Ambiance\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest. This is just here as a test.say=This is just a test of the new campaign mode. There is very little point to this file except to give people a working file to experiment with.//Dont mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you dont have the file, it wont work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfoll
 is\versapoint//Lets give the player some starting gear.starting gear//If the player reaches this location, then two robot sounds will play randomly. But this doesnt seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end eventAmbiance in the swamps sound folder is spellt Ambience. I corrected several errors regarding that.Timers do not count down. This is what I would do to set up a countdown.map=multi1

//god mode
//create a countdown variable so the timer knows when to start timing down
new var countdown=0
set music=Music\Map1.mp3
x=30
y=14
no respawn
add items 60 1 10,30,80,80 *
quest= There really is no quest.  This is just here as a test.
say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.
add amb 7,7 johnfollis\versapoint
add amb 14,14 johnfollis\versapoint
add amb 7,20 johnfollis\versapoint
starting gear
//any event is prefixed with a number enclosed with plus signs to show how many times itll exicute.
//In this case, only once.
+1+block location event 3,3,10,10
add random amb 10,10 johnfollis\robo
add random amb 3,3 johnfollis\robot
end event

+1+block zone1 event Jackson street
level up
add spot 35,16,37,16 raider=1
end event
//my idea is to use the timer in reverse. You cannot count down using the timer, so I have to use multiple time events starting at one seconds and ending with 60 seconds.

start timer1
//the line below is the time the timer runs before starting a countdown. In this case, 29 seconds.
//I had to do 29 because it does something strange if I do thirty. Ive yet got to think of a solution for that.
+-1+block time event m=0 s=29
//the heres where the countdown variable is needed.
if countdown=0 then stop timer1
if countdown=0 then start timer1
if countdown=0 then set var countdown=1
//this event only exists to reset the timer and to change the countdown variable to 1, so the countdown events announce.
end event
//the next few events are only to announce the countdown.
//if countdown does not equal to one, swamp will ignore the statements.
+-1+time event m=0 s=1
if countdown=1 then play sound Ambience\Time60.wav

+-1+time event m=0 s=30
if countdown=1 then play sound Ambience\Time30.wav

+-1+time event m=0 s=40
if countdown=1 then play sound Ambience\Time20.wav

+-1+time event m=0 s=50
if countdown=1 then play sound Ambience\Time10.wav

+-1+time event m=0 s=55
if countdown=1 then play sound Ambience\Time05.wav

+-1+time event m=0 s=56
if countdown=1 then play sound Ambience\Time04.wav

+-1+time event m=0 s=57
if countdown=1

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Yes I do. So if I want to change the timer for the thunder crack and amorphous zombies to lets say 5 minutes, What would I have to change? I tried your code as is and the braille printer sounds stop for a bit and then the amorphous come after while the braille printers continue there thing. But no thunder crack and no countdown. Now that 29 second line when I changed it to 40, after a bit, the system sed 20 and 60 at the same time. But then it counted down noraml with the thunder crack and amorphous zombies coming after me.

URL: http://forum.audiogames.net/viewtopic.php?pid=207980#p207980




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Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

If youre switching maps, zombies and allies will follow, but theres no telling where theyll wind up. If you want to be safe, mov the allies explicitly, and remove/spawn zombies as appropriate.

URL: http://forum.audiogames.net/viewtopic.php?pid=206757#p206757




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Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Eh, I hoped to revive a couple campaigns Id tried making a couple years ago, but I dont think its going to happen. That bug when allies will suddenly disappear for no apparent reason or will freeze and wont budge anymore still seems to exist, and neither campaign will function correctly without the allies. Ah well, I do have another possible campaign in mind that wont rely on the buggy allies.

URL: http://forum.audiogames.net/viewtopic.php?pid=206765#p206765




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Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

I believe from my experimentation you need to repopulate the map with zombies. Im not sure if the zombies will stay on the old map, so you might be best starting from a blank slate each time. So,remove all zombies on old mapmove to new mapadd new zombiesNot particularly elegant, I know, but scripts arent supposed to look elegant haha.And I dont think your ally would follow you, but I cant be sure. You could try it. Or if not, try jumping the ally to your location after changing maps.

URL: http://forum.audiogames.net/viewtopic.php?pid=206746#p206746




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Re: Swamp Campaign Scripting (SCS)

2015-02-26 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Im creating a campaign where a museum has a second floor, similar to the hospital in the multiplayer game. When I use my block location enter event to move the player from the main map up to the second floor, obviously I need to instruct how many zombie critters I want floating around on that second map, right? And when the player uses the location enter event to return to the main map, do I have to also repopulate the first map with zombies, or will that already be done? And allies, would they follow my player when moving from floor to floor using the location enter event, or would my allies stay down on the main map or just die or something?

URL: http://forum.audiogames.net/viewtopic.php?pid=206365#p206365




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Re: Swamp Campaign Scripting (SCS)

2014-05-27 Thread AudioGames . net Forum — New releases room : themadviolinist via Audiogames-reflector


Re: Swamp Campaign Scripting (SCS)

Hmmm, threadcromancy going on here, but I thought this was the place to talk about scripting. I have some questions.How smart are allies? Will they pick up loot if they come across it? Will they navigate around obstacles to follow a go command, for example if I spawned allies in the sewers would they be able to find their way out into map multi2? Will they use any of the t-key options for weapons, such as automatic fire or a silencer/suppressor if they have one? Will they wear armor?I believe there is a chatcontains or similar event type where radio messages are scanned for text strings. It seems to me that it would be possible to construct events that would allow the player to issue more complex orders to allies through this event, even naming specific characters, though I think youd have to use either nested chatcontains events or an and structure. Does SCS contain a logical and structure? Is it possible to do w
 hat Im thinking about?Do zombies react as they do in the multi-player game to footsteps, gunshots, etc, or is it necessary to specifically script this behavior with lure commands? Will zombies navigate around obstacles if they have a specific destination, for instance if I spawn a bunch in the sewers and tell them to head for the hospital, will they be able to find their way out onto map multi2?Is it possible to give players and allies any skills other than assigning speed to allies? I know that allies have values that affect their aim, their aggression and their sensitivity to danger. Is it possible to increase a players speed value, or give the player weapons or armor skills?URL: http://forum.audiogames.net/viewtopic.php?pid=175288#p175288

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