sign up.
Forum




sign up.
edited 1×, last 21.09.08 12:27:38 am
As you can notice the emty pipe and full pipe models are almost the same...
So you could make that it fills in the rain (hint: You can look the script up at water rock full/empty

HudaJan has written
Well.
As you can notice the emty pipe and full pipe models are almost the same...
So you could make that it fills in the rain (hint: You can look the script up at water rock full/empty
)
As you can notice the emty pipe and full pipe models are almost the same...
So you could make that it fills in the rain (hint: You can look the script up at water rock full/empty

Well, of course one could do this, but I just was wondering if the waterpipe did it already before I messed with it.
Then yes it does, I've used it before and seen it do so. I'm pretty sure it only triggers when the rain starts though.
I do have my own question though.
Is it possible to detect what sought of texture the player is standing on? Like could I tell if they are standing on sand as opposed to grass?
Amritsar has written
If your referring to the one from Massive Mod (you are right?)
I don't use Massive Mod. I'm referring to the regular one. What does its behavior mean?
I don't remember a water pipe?
Maybe it was from the original that I was talking about anyway...
Is what we're discussing a long hollowed out log help up with branches/poles whatever?
Amritsar has written
I really must of been out of circulation of the Stranded community for a while...
I don't remember a water pipe?
Maybe it was from the original that I was talking about anyway...
Is what we're discussing a long hollowed out log help up with branches/poles whatever?
I don't remember a water pipe?
Maybe it was from the original that I was talking about anyway...
Is what we're discussing a long hollowed out log help up with branches/poles whatever?
Yes. It's an object from the original stranded, it just can't be built. It doesn't matter, I already figured it out. Thanks anyway.

New problem. What's wrong in here? I'm trying to add a light state, and then remove it after a timer. When tested, the state is added, the eating happens, the bottle is created, but it freaks over the timer saying it expected a semicolon. I've never used timers, what did I do wrong?
on:eat {
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate "unit",1,"light";
}
I think I'm supposed to have some tmp's and =='s in there, but I don't know where to start.
edited 2×, last 22.09.08 03:03:05 am
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate("unit",1,"light");
}
Try that, that might be the issue. <_<
GreyMario has written
on:eat {
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate("unit",1,"light");
}
Try that, that might be the issue. <_<
process "eating",3000;
eat 0,15,3,0;
local $id;
$id=create("item",106);
store $id,"unit",1;
addstate "unit",1,"light";
statevalue "unit",1,"light",5;
timer 0,8000,1,freestate("unit",1,"light");
}
Try that, that might be the issue. <_<
No dice.

1
2
3
4
5
6
7
2
3
4
5
6
7
.... timer 0,8000,1,"timer"; } on:timer { 	freestate"unit",1,"light"; }
eg raptor attack a monkey
can you change the color of the water for only one map?
edited 2×, last 22.09.08 12:37:58 pm

and write a path to an image file (eg:water_dark)
1
2
3
2
3
if (gety("unit",1)<0){ addstate "unit",1,"wet"; }
humer has written
Yes, because the last row isn't correct, try this instead
1
2
3
4
5
6
7
2
3
4
5
6
7
.... timer 0,8000,1,"timer"; } on:timer { 	freestate"unit",1,"light"; }
Awesome, man, thanks a lot.
DontKnowToScript has written add this to game.inf and see that you get wet state.
1
2
3
2
3
if (gety("unit",1)<0){ addstate "unit",1,"wet"; }
Didn't work for me. Said unit with ID 1 doesn't exist.
I'm not sure if it has to do with where I put it, but it only makes me wet when I try to sleep in the water.

edited 2×, last 22.09.08 11:52:16 pm
Bloodshot has written
Because when you sleep, it registers how high you are. set a timer for a half a second or so, and then order it to check the players height
Would that be expensive system-wise?
EDIT: Nevermind. Got a loop working and it's smooth as silk.
DontKnowToScript has written
Where would I do this? Like, which file do I use it in?
I also have a problem with my campfire. I'm trying to make it dry the player off instead of only removing frostbite.
1
2
3
4
5
6
7
8
9
10
2
3
4
5
6
7
8
9
10
on:use { 		if (gotstate("unit",1,6))or(gotstate("unit",1,11)){ 			if ((gotstate("self",4)+gotstate("self",5))>0){ 				process "warming up",3000; 				freestate "unit",1,6; 				freestate "unit",1,11; 		}else{ 			msgbox "Campfire","sys/scripts/fireplace.s2s"; 		} 	}

edited 3×, last 23.09.08 01:17:54 am
1
if [b]([/b](gotstate("unit",1,6))or(gotstate("unit",1,11))[b])[/b]{
and you forgot an "}". you have 4 "{" but only 3 "}". this can't work.
DC has written
add some brackets. the whole if-condition has to be bracketed. "or" was not bracketed in your script.
and you forgot an "}". you have 4 "{" but only 3 "}".this can't work of.
1
if [b]([/b](gotstate("unit",1,6))or(gotstate("unit",1,11))[b])[/b]{
and you forgot an "}". you have 4 "{" but only 3 "}".this can't work of.
Sweet, thanks man.
EDIT: Oh, the other "}", thanks, haha. Fixed everything.