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-RT- Sauron

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About -RT- Sauron

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  1. Yup, that's what i did, to make a teleport to map location action. that's the script (uses domination scripts): ---------------------------------------------------------- if (!X_Client) exitWith {}; "Click on the map to teleport" call XfGlobalChat; onMapSingleClick "player setPos _pos; onMapSingleClick """""; if (true) exitWith {}; ---------------------------------------------------------- Any idea about the question though? ---------- Post added at 05:24 PM ---------- Previous post was at 04:48 PM ---------- Do the markers players create (this time using double mouse click without the shift) have a particular name ? i tried getting their position by using the text which the player inserts in the text box but it doesnt work.
  2. Hello all, is there a way to get the coordinates of the marker which is set by opening the map and then holding shift + map location ?
  3. -RT- Sauron

    Some scripting questions

    Thanks again guys, i'll check those things :-)
  4. -RT- Sauron

    Some scripting questions

    I fear i didn't make myself clear enough on the loading file part, i was aware of loading commands, however i was going to use them for loading strings from a file which is outside a .PBO file, think about loading player settings (associated with the player uid) all this done for some kind of "living after map reset" settings. Since the PBO is essentially a virtual drive, i guess loadfile apis will not work outside of it, leaving the map unpacked should work, albeit slowly, but im not sure what happens when you load an unpacked map, if the server sends single scripts to the user or not, gonna try this though. Thanks much guys, appreciate you answers. I'll check out the mod section to see how i can make custom classes.
  5. Hello all, im sorta new to scripting, spent some hours looking into Xeno's domination and made some modifies to it (mantaining full credit to Xeno of course), also i look often at community.bistudio.com but there are some things which i don't have very clear. 1) It seems to me that a script can be either server-side, or client-side, or even both. From the documentation i get that isServer tells me where i am, so i can decide on which side a script, or parts of it, should run, am i correct ? 2) How do i change the number of inventory slots (how many items you can have) a soldier class have by default ? 3) How can i create a custom solider class ? My Guess in #2 and #3 is that i have to create an addon, and i can't do that in a custom mission, am i correct ? 4) Is it possible to load a file and get its contents in a string ? 5) Is it possible to save a file, save the map status ? i've seen that if you create a multiplayer game and host it, without the dedicated server, when you exit the game saves the map state, and by re-entering you can choose to resume your mission, how do i do that on the dedicated server, and by script commands ? I would like to save player stats in a file, and reload them at mission load, to not loose points in some maps, like Domination ranked. There is the "disableSerialization" command which i get what it does, but there is no explicit serializeMap or something command. 6) Where i can find the number of points the game gives you based on which enemy you kill? sometimes i see you get 1 point, sometimes two, etc, im sure it depends on the enemy you kill, like, if you kill a leader it should be more than one point, or im wrong ? 7) It seems to me that all the documentation about scripting i have found is done by the community, which is pretty wrong.. There are some things on which there is still a big controversy, like the movingEnabled attribute in dialogs/displays, i haven't seen an official statement on it (possibly i didn't find it) is that so ? 8) Debugging sometimes is PITA, when you are not using PBO files the game nicely reloads scripts which aren't alive anymore but some of them rightfullly stay alive (in domi f.e there are some scripts which check things then go sleep and check again etc), is there a way to force the reloading of them ? (and facing the consequences this may make in the map of course) 9) There doesn't seem to be a way to check the whole map scripts before running them and playing them, a missing closed parenthesis can screw you up badly, is there a better way to debug ? i made a small C program to check for opening and closing of parenthesis, but a full non in game syntax checker would be very helpful... Thanks in advance, sorry for the many questions :-)
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