would someoen plz teach me how to script for my level


(Mean Mr. Mustard) #21

You really need to make some ‘box’ test maps to work out these questions. Follow the tutorials - that is how we all learned. Start very simple. It doesn’t sound like you’ve followed many ET tutorials. It also sounds like you want some one to write the exact script for you instead of learning yourself.


(Lock Ness Monster) #22

no, thats not what i mean, i just need someoen to show me an example and then tell me what is what and where this goes and where that goes and stuff

also, i jsut found the GoldRush script, but how do i open it up?


(MadJack) #23

Yeah Mr Mustard, that’s not what he said… :wink: He just said he wanted to be spoonfed… :angry:


(Lock Ness Monster) #24

y is everyone giving me a hard time about this, i just started all this mapping and stuff just a few weeks ago so give me a break.


(Aikon) #25

Because you are not going to learn anything by asking for every single script. Sure, it’s hard to do at the beginning, but you’ll get used to the pain in your ass of the scripting…


(Lock Ness Monster) #26

im not asking for every single script, i just someone to show me an example of different types and tell me what is what in them


(Mean Mr. Mustard) #27

http://planetwolfenstein.com/4newbies/Map_Scripting_4_Newbies.pdf


(Vitriol) #28

nUllSkills’ post should go into some kind of tutorial. ahem.

Lockness, you keep asking for someone to show you an example, you know there are several “example” scripts that come with ET dont you? they are in the pak0.pk3 file that comes with ET (danke sehr SD). open up/extract that pk3, go to the maps folder, and there should be a bunch of scriptfiles. open *.script (where asterisk is a wildcard) with wordpad (notepad formats it weird).


(Lock Ness Monster) #29

i know i foudn them, but it wont let me open them for some reason, cause i found the goldrush one
everytime i try and open it it sned me to a thing about trying to find it online, i dont get that.


(ChumChum) #30

Am I the only one who thinks he is fucking with you guys?


(Lock Ness Monster) #31

ok, ive had it. im tired of smart ass people that just bitch about this stuff, im just trying to get some simple help, and from what it looks like, its gonna be a hell of a time trying to get it, o fuck i dont care no more, ill just go some where else and find help


(Ifurita) #32

ok, ive had it

Yeah, so have we

Smart ass comment #2:

im not asking for every single script, i just someone to show me an example of different types and tell me what is what in them

I thought that’s what I tried to provide, with the 7-8 example entities + scripts + game win script in mapinabox-ver3, but I guess you want it spelled out more.

I thought that’s what i tried to provide in the silly little thing called “scripting 4 dummies”, even has a fully diagrammed section of script - but I guess that wasn’t enough detail.

Sorry to be harsh, but this has been one of the most helpful forums I’ve come across. The only reason my maps have been successful is due to the help I’ve received on this forum, both in the terms of advice, script debugging, to people spending the time running thru my maps and finding bugs. All they (we) ask is a good faith demonstration of effort on your part - which we have seen none of. I have yet to see any evidence that you have even tried an entity + scripting.

Well, screw you. When you find someone more helpful, who can provide the personal, one-on-one scripting 101 you seem to want, please write it all down and post it on line for everyone else who comes after you.

BTW, find the mapper who made Krakow Armada. He came here with the same request as you. He wanted someone who could basically write his script for him. We said, “no, learn how to do it yourself and we’ll support you”. He did, and he turned out a pretty damn good map.


(seven_dc) #33

hmm…
Lots of hostility in this thread.

As I see lock ness is total n00bie with mapping thats ok but he also total n00bie with computers. Thats a big problem. If he cannot open .script files so he have to learn that first before posting here because people will have hard to time to understand that. And when people do not understand that he gets angry because angry feedback and gets angry with too. So no one wins. nobodys fault.

Enough with my analyzes :slight_smile:
the script files are just plain text open up them with notepad or textpad. or better with if you are linux user. unzip those scripts and use nano, vi, emacs … etc what ever does it for you.


BLOWJOB BRUNETTE


(nUllSkillZ) #34

Here’s a discussion I have had at the rtcwfile forums about func_explosives.
So this may be of some interest for you.:

If you doubleclick on a filetype for which windows doesn’t know which program to use to open it a dialog window opens.
It asks if you want to search the web (default) or if you want to use a program on your computer (you have to choose this one).
Then choose your text-editor.
And if you want to open this type of file everytime with the chosen program just leave the corresponding option marked.


(Lock Ness Monster) #35

thank you to both of yall, i finally got the script open, see i was use to opening things like that on windows 98 and i got XP now, so it was a tad bit different but i got it now, i wont be on for the next 2 or 3 days though, so i wont be replying. Im not a full newbie with computers but i am close and i did read the goldrush script, i did understand some of it i think, but i need help with words i dont get, like what does accum mean?, and also does a track mean a path corner that an object takes, thats hte main questions im hunting for, and ill check out that func_explosive thing when i get back, thanks again you two


(blushing_bride) #36

lock ness monster i hope you dont mind if i give you some honest advice. you are trying to learn too much too fast. its as simple as that. slow down there is no hurry.

ive released 2 ET maps so far and being perfectly honest im embarressed to say i really dont understand accum stuff either (in fact if im being honest i find the scripting system in ET to be totally confusing and god knows ive tried to work it out). my method of scripting which i suspect many other mappers follow is cutting and pasting other peolpes work. So for example the commandpost in cathedral_b3 was taken from Ifuritas map Vengeance the .map source of which can be found at pcgamemods.com. if im not mistaken i believe iffurita got the original commandpost and script from someone else who probably just lifted it out of goldrush .map file. i recomend you design your first map using prefab entities and scripts from already existing maps. for example there are alot of good examples in the 1024 map pack the source of which can be downloaded from the first thread in this post

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6846&postdays=0&postorder=asc&start=390

all you need to do is download it and unzip all the different .map and .script files into your maps directory and then load them into radiant and you have a few fine examples of scripting and entities which you can adapt to your own needs. if you do this make suer you note what you are borrowing and put a thanks in your readme. no one will mind if you borrow their command post or MG-nest or Returnable Objectives so long as you give credit.

its also worth noting that no one makes a good map on their first attempt so there really is no point trying to make something huge and impressive on your first go as it will merely lead to total frustration (which from your posts you clearly are). you should also expect that each map you make will take a long time and alot of hardwork but once you get the hang of it (and you will) it will all become second nature and one of the most enjoyable experiences to be had.


(seven_dc) #37

So for example the commandpost in cathedral_b3 was taken from Ifuritas map Vengeance the .map source of which can be found at pcgamemods.com. if im not mistaken i believe iffurita got the original commandpost and script from someone else who probably just lifted it out of goldrush .map file.

Yeah you are right it was me. I just selected all the entities around the command post and took the script from goldrush saved into prefab and distributed. Easy as hell. I got lucky it worked right away because I was totally n00b back then.


YAMAHA YBR 125 HISTORY


(nUllSkillZ) #38

About accum’s:
accum’s are variables of the script.
They have the names 1, 2, …, 8

accum’s are local variables. They can only be used (manipulated) in one specific entity script-block. You can use up to 8 accum’s per entity scriptblock.
gloabalaccum’s are global variables and can be used (manipulated) scriptwide. You can only use 8 globbalaccums per script.

accum’s can be used to save numbers.
Or they can be used as a “bit array”. accum’s have 32 Bit’s. So one accum can save 32 states.

Here’s a link from sock’s LDR:
http://www.planetquake.com/simland/ldr1_1/appendix_a.htm

There are some threads/posts about accum’s here in the forum’s.
So if you interested just do a little search (I 've found 3 sides of forum threads)
But I’m too lazy to look for them all :smiley:

accum part = all the actions where accum’s are involved (has been taken from the link above):
general:


(global)accum <buffer_index> <command> <<paramater...>

specific:


(global)accum <n> inc <m> // increases the value stored in accum n by m (= plus)
(global)accum <n> abort_if_less_than <m> // aborts script(-block) if the value stored in accum n < m
(global)accum <n> abort_if_greater_than <m> // aborts script(-block) if the value stored in accum n > m
(global)accum <n> abort_if_not_equal <m> // aborts script(-block) if the value stored in accum n is not equal m
(global)accum <n> abort_if_equal <m> // aborts script(-block) if the value stored in accum n == m
(global)accum <n> set <m> // sets the value of accum n to m
(global)accum <n> random <m> // ?
(global)accum <n> trigger_if_equal <m> <s> <t> // (?) triggers event t of entity-scriptblock s if value stored in accum n == m
(global)accum <n> wait_while_equal <m> // ?

usage as bit-array:
Not sure if m starts with 0 or 1. So if you use m >= 1 and m <= 31 there should not be a problem.


(global)accum <n> bitset <m> // sets bit m of accum n ( bit m = true = 1 )
(global)accum <n> bitreset <m> // resets the bit m of accum n ( bit m = false = 0 )
(global)accum <n> abort_if_bitset <m> // aborts if bit m of accum n is set = true = 1
(global)accum <n> abort_if_not_bitset <m> // aborts if bit m of accum n is not set = false = 0

Edit:

I’ve added the comments to the code section of sock.


(blushing_bride) #39

Yeah you are right it was me. I just selected all the entities around the command post and took the script from goldrush saved into prefab and distributed. Easy as hell. I got lucky it worked right away because I was totally n00b back then.

im fairly sure that almost every commandpost in every custom map is probably thanks to you then, i must remeber to mention that in the readme


(Lock Ness Monster) #40

hey everyone, im finally back, man these last few days have been hell( hehe, except for that one girl i saw in a bikini but that is a different story :clap: ) o well, ok, about me trying to learn it all at once, im trying to take it slow, im just really hyper lol, and this map that am i on, i wont release it, im just fooling around on it seeing if i can ever fully make a map. Nullm you r going on the right track about all that, but i dont not understand any of that lol, sorry, im still alittle confused about all this, also i want to try the copy and paste part, but i dont know where it starts and where it ends for anything lol, but that is a good idea so if someone can help me with that ill advance alot( i hope anyway)

o yes, i looked at that link Null, i understand a few things now, thanks, still need lots of help though lol