How to script for ET?


(Pande) #1

How do you apply scripting to ET? I have made a few scripts now for better doors and such, but after searching ‘icarus’ on here I found few results. Does ET even use .ibi files? BEhaved ring a bell? I wanna experiment with settings parms to players if possible.

Thanks,
Pande


(TomTom7777) #2

Yah I wanta be a engie with force powers to do mindtricks! Ah heck I don’t need that i’ll just explain to the stormtroopers how to code assembly language on a pipe-lined super scaler DSP with 8 parallel ALUs with prefetch code optimization. LOL And watch them keel over in a dead faint trying to understand when to flush a 3 level cache. :oppressor:

But seriously (hey i was being serious!), you can’t give regular ET players force powers. You belong to the class you chose, that class’ powers are hardcoded in the C code, following your XP level. You get to wear a different uniform but you share a lot of code and files with the other classes.
Now maybe there is a little bit more player specific customization in some of the mods (i doubt much), but except for etpros LUA and omnibot’s GM mod-specific scripts languages are pretty small game-targeted languages.

You’re keeling over now right? :wink:

No ET does not use ibi files.


(Pande) #3

Uh… what? parms… as in SET_PARM… like giving players keys and stuff so only they can get into certain areas after completing an objective by themselves.

Whats all this about forcepowers? Anyway… I was just curious how to do things like moving entities and stuff by scripting… you know, like triggering with _multiple and that sets off a script to make this huge blastdoor open, with all sorts of locking mechanisms on it that rotate and shift to release the door so it can move. To make ET less boring. Its done in JKA with scripting, via .txt files that are compiled into .ibi, but maybe ET uses .script or somin? Thanks.


(TomTom7777) #4

Sounds like you mean powerups and map scripts. Powerups are in the code but just 3 supported as I remember (syringe, cvop breathing and stolen object). Keys are SP stuff from Quake and RTCW. As ET is MP the game code does not bother with keys carried. And you need to run a mod to find anything like invincibility powerups.

as to map scripts there are a number of places to learn from but Chrukers is a quick place to see the list of script commands. Map script is a text file and runs as such (no compiling). You can use ETscript as editor if you are starting out. Structure is very basic as I explained in a post you’ve seen.

What confused me about your request is it sounds like you are trying to use map scripting to target a player entity. But as player entities don’t have predictable handles (targetname or whatever) map scripting targets map entities. all we know is that the players are one of the entity numbers between 1 and 63.


(Pande) #5

You don’t target a player entity, you target there player ID. Anyway, thanks for the links will check them out. Interested that ET is scripted by 1 script file, not many for different objects.


(kamikazee) #6

[QUOTE=Pande;188510]You don’t target a player entity, you target there player ID.[/QUOTE]Which you can’t, I’m afraid. As TomTom7777 said, only the things present oin your map at map-compile-time are usable in your map scripts.


(Pande) #7

so no external scripting at all? That sucks…


(Nail) #8

well, ETPro has LUA scripts
http://wolfwiki.anime.net/index.php/ETPro:Lua_Mod_API