SP Maps & ICARUS. -1 reply

Please wait...

N3G1@

Dead

50 XP

13th March 2003

0 Uploads

1,242 Posts

0 Threads

#1 14 years ago

Don't hope to see an answer from me. I apologize for this rude answer. All I wanted to say is that Scripting is something complicated that not so many people know so deeply to be able to help you. If you don't see an answer here you can do 2 things: - Look for Ppl who surely know the answer. They're scripter. They already know their work, so ask them. - The other solution is to ask somewhere else, but I can assure you that here in this forum there are ppl who can help you, ppl who have the knowledge to help, but that probably are rarely in the forum for different reasons, so try looking for them. Good luck.




MasterFred

Lord of the Badgers

50 XP

11th November 2003

0 Uploads

81 Posts

0 Threads

#2 14 years ago

wow, complicated.....

yea, i'd have to say Jaeden, you'll have to search hard for good scripters.




tFighterPilot

Force Using Dictator

50 XP

8th April 2003

0 Uploads

3,097 Posts

0 Threads

#3 14 years ago

Something tells me it looks simpler in BehavEd




moberemk

Just a guy who likes to help.

50 XP

1st December 2003

0 Uploads

1,285 Posts

0 Threads

#4 14 years ago

O.o, new SP maps... Join my project when done, please! Looking for people like you! Yeah, I know, I am desperate.




SilentSpanky

Canadian National Defense Army

50 XP

26th January 2004

0 Uploads

168 Posts

0 Threads

#5 14 years ago

Alright, before I go off trying to answer your question.. This would be a post I been lookinf at for a hour to figure out.. Just for you.. So you owe me a 12 pac of :beer: !

JaedenRuinerWell, I am writing an SP mod (i know they aren't favorable, but eh, i'm weird) and given this I wanted to update the force point system. This I have done, all save one minor glitch: I can't test to see where a force level is at. get() - get's a predetermined SET_TYPE according to a result type. (Vector, float or string). set() - set's a predetermined SET_TYPE if() - supposedly does a comparison of values. [/QUOTE] Alright dude, Thats where it starts. You really have to understand the basics of visal basic and very basics of c++ coding. Your what 13? Well when ya hit your teen years into grade 10 of high school. Thats when you learn this kind of basic programing. Now, If Set_type is force offensive level three. Then you do Set force offensive level zero. And last line is get force offensive level 3. I dont have ICARUS loaded right now. But thats just from common coding knowlage. First there is the if. That is guessing what it could be. Set makes it what it is. Then get makes it be what it should be at.
JaedenRuiner SET_SABER_OFFENSE is a SET_TYPE that I can do a SET() command on to set the current value of the saber offense of the player. I have used this with other force powers that I chose to script. However, my code is as such: affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { print ( "Testing Saber Offense=3" ); signal ( "debug force 1" ); waitsignal ( "df1 end" ); wait ( 2000.000); if ( $get( FLOAT , "SET_SABER_OFFENSE")$, $=$, $3$ ) { print ( "Offense=3, Testing: Pull=3" ); set ( /*@SET_TYPES*/ "SET_CENTERTEXT", "Offense=3, Testing: Pull=3" ); signal ( "debug force 6" ); waitsignal ( "df6 end" ); wait ( 2000.000 ); } } Now, ignore the "signal" and "waitsignal" commands, as they simply cause a voice command to speak from either Jaden or Luke in the cut scene after Hoth. The problem is, even though my saber offense DOES equal 3, only the sound from "debug force 1" is executed. (I know this because i put another signal AFTER the "if" statement, and it triggers as well. So my code never "enters" the if() statement.
Junior. Try this line ONLY if you want the best results. affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SABER_OFFENSE", "3" ); wait ( 2000.000 ); use (printent1) } Alright, here is the deal. You just want these 3 things. You are making it too complicated for yourself. Just make a trigger_print or target_print. Whichever one of the 2. Type your force power or whatever level you have it set at. Then it works. Simple enough you didnt need all that garbage. [QUOTE=JaedenRuiner] I have tried many variations to determine what the problem is with this concept yet somehow the code just seems not to work. Variations include if ( $get( FLOAT , "SET_SABER_OFFENSE")$, $=$, $3$ ) if ( $get( FLOAT , "SET_SABER_OFFENSE")$, $=$, "3" ) if ( $get( STRING , "SET_SABER_OFFENSE")$, $=$, $3$ ) if ( $get( STRING , "SET_SABER_OFFENSE")$, $=$, "3" ) if ( $get( STRING , "SET_SABER_OFFENSE")$, $=$, $"3"$ ) if ( $get( FLOAT , "SET_SABER_OFFENSE")$, $=$, /*@FORCE_LEVELS*/ $3$ ) if ( $get( FLOAT , "SET_SABER_OFFENSE")$, $=$, /*@FORCE_LEVELS*/ "3" ) None of these work at ALL. I am wondering if for some screwed up reason this is just a complete impossibility. With Rax's death before Vjun there is a if ( $get( FLOAT, "SET_HEALTH")&, $=$, $1$ ) call, which obviously works as when you kill him the closing animation is triggered. Yet no matter what I try, i can't seem to get the If or Get statements to work with the FORCE POWER LEVELS.

Set_types is all ya need to make force powers work.. Look for Start scripts in the scripts files.. That shows ya how players get force powers/etc.. Simply, you are trying way to hard that could be done on grounds of it being so simple.. :uhm:




JaedenRuiner

Crazy Coding SP Guy...

50 XP

27th December 2002

0 Uploads

168 Posts

0 Threads

#6 14 years ago

SilentSpankyAlright, before I go off trying to answer your question.. This would be a post I been lookinf at for a hour to figure out.. Just for you.. So you owe me a 12 pac of :beer: !

Alright dude, Thats where it starts. You really have to understand the basics of visal basic and very basics of c++ coding. Your what 13? Well when ya hit your teen years into grade 10 of high school. Thats when you learn this kind of basic programing.

As I am not 13 and probably older by you, given your animosity, I will say I have been coding for over 17 years. However, I work in a different arena than Game Modding which seems to require one to decipher entirely new languages based solely on reading premade code. I am looking for syntactical diagrams and reference materials, hopefully from people who know and have learned this code already. By listing those three commands I was trying to make it clear that I understood how to use each of those commands. The list was not code, it was a description of my understanding of the code.

Junior.

I'd recommend not being insultory to people you don't know.

Try this line ONLY if you want the best results. affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SABER_OFFENSE", "3" ); wait ( 2000.000 ); use (printent1) }

Okay, secondly, this isn't what i want to do. True this may help me in figuring out a better "DEBUGGING" method, instead of triggering events in LUKE, KYLE, AND JADEN to let me know when something occurs in my script. Unlike my understanding of code, when the "print("hello");" command is listed, it says that it prints text to the center of the screen. It does not. It doesn't print anything. And no documentation has told me how to get print to work. Thus, i used the predetermined sound files in the script i'm modifying to trigger at specific timing in my new script which is "generically" (not true syntax just flow):

if SaberOffense = 2 { //DoCode Here } if SaberOffense = 3 { //DoCode Here } else { //Do code for SaberOffense = 1 or Saberoffense = 0 }

Set_types is all ya need to make force powers work.. Look for Start scripts in the scripts files.. That shows ya how players get force powers/etc.. Simply, you are trying way to hard that could be done on grounds of it being so simple.. :uhm:

if it is so simple please give me the code i'm looking for instead of bashing me like you actually understood the question.

Jaeden "Sifo Dyas" al'Raec Ruiner




JaedenRuiner

Crazy Coding SP Guy...

50 XP

27th December 2002

0 Uploads

168 Posts

0 Threads

#7 14 years ago
moberemkO.o, new SP maps... Join my project when done, please! Looking for people like you! Yeah, I know, I am desperate.

Thanks, but tragically i'm not a MAPPER, i'm a coder, so eventually i'll be able to write SP scripts for maps, for plot flow and camera movements etc. But if you need one of those, when i'm competent i'll look ya up.

Jaeden "Sifo Dyas" al'Raec Ruiner




JaedenRuiner

Crazy Coding SP Guy...

50 XP

27th December 2002

0 Uploads

168 Posts

0 Threads

#8 14 years ago
N3G1@Don't hope to see an answer from me. I apologize for this rude answer. All I wanted to say is that Scripting is something complicated that not so many people know so deeply to be able to help you. If you don't see an answer here you can do 2 things: - Look for Ppl who surely know the answer. They're scripter. They already know their work, so ask them.

Thanks, Well that's kind of what i'm looking for. Where else would I find ICARUS scripters but at a forum for modders of the game that uses ICARUS scripts? I know of here (gamingforums.com), and JediKnight.Net (lucasforums.com) as well as other places to ask where modders mainly post. And it seems that with all these great mods, nobody really knows how to use: Menu Scripts - (as you may remember i posted the tutorial on that one) or ICARUS Scripts.

I mean there are countless modders out there posting here, yet nobody ever seems to know what i need. *chuckle* It's a little funny sometimes.

Do you have any suggestions as to where I could go to find scripters of the caliber that I am looking for?

Thanks Jaeden "Sifo Dyas" al'Raec Ruiner




GothiX

No Time to Cry

50 XP

18th September 2003

0 Uploads

1,290 Posts

0 Threads

#9 14 years ago

Well, there's one thing I can tell you, which is probably the reason why your scripts don't work; the if command is nonfunctional.




moberemk

Just a guy who likes to help.

50 XP

1st December 2003

0 Uploads

1,285 Posts

0 Threads

#10 14 years ago

Happens to be that that is exactly what I'm looking for. Well, good luck!