KoMik
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Strange, because it worked pretty well (even there was couple mistakes) when I tried it. Did you load a save game and then tried in base? Modified AutoLoad scripts aren't in use in base if it's already entered. You have to restart campaign to get them work in base, but in random encounters and missions they work ok. P.S. Here is my s3Commol.l file for you, I also fixed the bugs from the previous post's code box. http://koti.mbnet.fi/sil5i/mods/s3Common.zip (4k) Btw edit: Notepad is not good for coding (it's actually not good for anything ) so try this one... http://www.farmanager.com/
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Try these... function unitIsActive( unit ) local a = (IsValid( unit ) and UnitCanFight( unit )) return a end function resetHeroValues() if unitIsActive( GetHero() ) then UnitSetSkillMaxValue( GetHero(), ST_ENGINEERING, 75 ) UnitSetSkill( GetHero(), ST_ENGINEERING, 75 ) UnitSetSkillMaxValue( GetHero(), ST_MEDICINE, 75 ) UnitSetSkill( GetHero(), ST_MEDICINE, 75 ) UnitSetSkillMaxValue( GetHero(),ST_AP, 60 ) UnitSetSkill( GetHero(), ST_AP, 60 ) UnitSetSkillMaxValue( GetHero(), ST_STEALTH, 50 ) UnitSetSkill( GetHero(), ST_STEALTH, 50 ) out( "Hero reseted" ) end end function resetMemberValues( unit ) local uName = UnitGetName( unit ) if (unitIsActive( unit ) and (uName == "VIPER")) then UnitSetSkillMaxValue( unit, ST_SNIPE, 75 ) UnitSetSkill( unit, ST_SNIPE, 75 ) out( "Viper reseted" ) elseif (unitIsActive( unit ) and (uName == "ABALA")) then UnitSetSkillMaxValue( unit, ST_MEDICINE, 75 ) UnitSetSkill( unit, ST_MEDICINE, 75 ) out( "Abala reseted" ) -- add you own skillNames and skillValues to all skills for the current member else out( "No values to reset for that name!!! ", uName) end out( "Reseting ends" ) end function resetThemAll() resetHeroValues() local party = GetParty() local hero = GetHero() if hero == nil then out( "No hero found!!!") return end GroupRemoveUnit( party, hero ) for i = 1, GroupGetSize( party ) do local unit = GroupGetUnit( GetParty(), i ) if (unit ~= nil and unitIsActive( unit )) then resetMemberValues( unit ) end end end Now you may use: - resetHeroValues() for hero - resetThemAll() to your whole group (be sure you set values for all mercs' names to resetMemberValues function) I'm not actually sure, but I think it sets the value correctly after UnitSetSkillMaxValue command.
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Yes, but would recommed the chance to make as many custom functions to AutoLoad script as you wish. Well, I'm not sure about Sentinels, but Hammer & Sickle has a command which can check out unit's name, you could try it: local uName = UnitGetName( unit ) if (uName==VIPER) then ... end Yes, you could use SleepForTurn() command or just Sleep( 100 ): function startResetingHero() while (unitIsActive(GetHero() ) ) do resetHeroValues() SleepForTurn() end end When you enter a map, write startResetingHero(). I do not know about binds. I had this in old S3 store... sorry about the jpeg format, but I'm/was too lazy to write them all No problemande. Cheers!
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I don't know about freezing XP growth, but you could modified a AutoLoad script by adding there custom functions with skill commands to your characters. function unitIsActive( unit ) local a = IsValid( unit ) and UnitCanFight( unit ) return a end function resetHeroValues() if unitIsActive( GetHero() ) then UnitSetSkillMaxValue( GetHero(), skillName, skillValue ) UnitSetSkill( GetHero(), skillName, skillValue ) -- add you own skillNames and skillValues to all skills for hero end end function resetMemberValues( member, class ) if class == 1 then -- soldier? if unitIsActive( GroupGetUnit( GetParty(), member ) ) then local unit = GroupGetUnit( GetParty(), member ) UnitSetSkillMaxValue( unit, skillName, skillValue ) UnitSetSkill( unit, skillName, skillValue ) -- add you own skillNames and skillValues to all skills for the current class member end elseif class == 2 then -- grenadier? -- continue same way to next characters' classes end end If you make it like that, then you could just open console and write resetMemberValues( 1, 2 ) to reset your second merc's (which I assume, is a grenadier) values and so on. AutoLoad scripts are in "scripts" folder and can be used via console. Maybe you should write your functions to s3Common.l file (and maybe copy-paste a backup file first ). if you are using Notepad, then save the file via x-close button because the special file format. AutoLoad scripts will be loaded when you enter a map, so in-mission save games doesn't use new, modified, scripts.
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If the mod affects to scenario missions, like this on does, only way to play it properly is to add the mod from the start, via custom game screen. When starting S2/S3 campaign, game creates all maps which are going to be used, so you can't change them later with AddMod tool, only values, strings and random encounters can be modified. ... at least so I assume...
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That script actually works okay and I have used it in one of my unfinished mods. PlaceTemplate( templateID, "waypointname" ) WaitForPassCalc() I used it combined to a WaitForUnitWaypoint trigger which was placed on a wooden shield in one (wooden) house. After character stepped near the shield, sequence started and removed the shield and placed a secret room under it. The ground under the house was already removed in the editor and house's and template's floors were indestructible.
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Hellolz, Random encounters uses variation system, so make sure
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To run or create a profile, use the initial dialog box that appears when you launch the editor. I think you must install the editor first to get the manual available (Start>All programs>JoWood>Silent Storm>Editor manual or YourGameDirectory/EditorManual). Almost everything what can be done with the editor are described quite good in the manual. btw... if I don't remember wrong, there's a update for the editor as well. Install it if you want to make a mod. If you are just checking scripts or stuff, then the update ain't necessary for ya.
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I wrote it almost at first line: //================================== // generated by S^2, do not modify //================================== wirbelwind gfx_autodetect // exec .\cfg\input.cfg exec .\cfg\config.cfg //================================== ... If you want to get the editor working, you should read the S2 Editor Manual's (.html) first and last page. Editor must be installed from the original CDs during the installation process. If the game has already been installed on your PC without the installing map editor, click on "Uninstall (repair) game" shortcut in the Silent Storm program group in your OS Start menu and choose "Add/Remove component" option in the installation wizard, then check "MapEditor" option in the next dialog box. Then install MSDE (v 8.0) from the orginal CD. You may look for updates for it from microsoft.com. When all necessary is installed, reboot PC and run the editor with "original database" profile. Then close and run the editor again. Create your own profile like "my_database" just not to mess with the original. If you have something what you want to check out or edit, just ask or try to find out (editor manual).
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Ah, se on moro, you live in the same town, n
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He got a gun, he's a broker, he likes hookers and gambling. "In the real world the good guys ralely win", what that supposed to do with that guy? AND why casino's security is holding his arm? No more bets? "Game over for you, looser!"? http://www.exotica.org.uk/gallery/games/images/c/Corruption.jpg
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I dunno how to increase skill growth, but like Blunter said, you can increase hero's and party members' skill values with sripts. To do so via open console: local unit = GroupGetUnit( GetParty(), # ) // next from hero is #1 and so on UnitSetSkill( unit, nSkill, nSkillValue ) UnitSetSkillMaxValue( unit, nSkill, nSkillValue ) // If you want to edit your hero, then just UnitSetSkill( GetHero(), nSkill, nSkillValue ) UnitSetSkillMaxValue( GetHero(), nSkill, nSkillValue ) nSkills are: ST_MELEE ST_SHOOTING ST_THROWING ST_BURST ST_SNIPE ST_STEALTH ST_SPOT ST_MEDICINE ST_ENGINEERING ST_VP ST_AP ST_IC ST_INTERRUPT ST_LEVEL ST_STR ST_DEX ST_INT example: local unit = GroupGetUnit( GetParty(), 2 ) UnitSetSkill( unit, ST_MEDICINE, 50 ) UnitSetSkillMaxValue( unit, ST_MEDICINE, 50 ) // third party member's medicine skill increased to value 50
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Lenn in Bears Pit said Q3 2008. This nice interview sure got my tactical finger itching (even a smoke feature is still missing, but maybe the SS-engine just can't handle it). Four different factors/plots (+do what ever you want plot), locals, 40 mercs, sci-fi mode and multiplayer modes means much playing alright. Hopefully all characters in the game have unique personalities like in previous JAs.
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I like the simple and not too shiny or messy look of Black Mesa. So calm... and scary at the same time. Very nice. Oh, btw I got a Deus Ex-deja vu from this new level design screenshot: http://www.blackmesasource.com/media/rapidcore_001.jpg
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Yea! Steampunk is quite influenced by Jules Verne. I love his stories and inventions (hmm.. it just been so long when I have read them... so maybe it's time to read them again). In his mind, he created spaceships, flying machines and submarines before they even exist. He is the world most translated writer. It's called bump texture. http://wiki.blender.org/index.php/Manual/P...and_Normal_Maps