Reply To: Re: Technical scripting question

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March 22, 2012 at 5:33 pm #10770

Thank you for info Darren.

 

So teoriticly this could be used more often like-dialog+dialog and than the ordinary talk what do you think?

 

Btw ive been playing a little bit with Salieris bar scripts and do you remember when you grab a gun and shoot in salieris bar the people will warn you not to do that and after three times they start shooting.luckily in one mission ive found the original debug text from illusions! <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″> Looks like they scrolled through they experience and more people worked on one thing though.

 

Translated to english from czech it is like-

 

//[debug_me]

// To Lemon Salierovec (maybe a nick name of a programmer)

// To this detector you can sent even from another one which is needed for hit

// – you must send event 1

 

dim_act 9

dim_flt 4

// flt[0] = temporary

// flt[1] = last talked message tower

// flt[2] = the number of getting pissed of generaly

// flt[3] = time of the last event

 

So when i tried to change

 

this- if flt[2] = 3, NASERTESE, -1

to this- if flt[2] = 9, NASERTESE, -1

they warn you 9 times and than they start shooting

Are every conditions simillar to this one?and when i want to add more conditions for connection to more dialogs does it have something to do with the numbers apart from 0=false 1=true?

 

And one last question.Do you think its possible in mission design in this game to add humangetproperty and after the enemies get the certain property of hp than the camera will lock just like in a dialog and Tommy will say something or do some anim?

Thanks <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>