And could someone make list of all behaviour? Cause I could see, that in one .inf, there is "standandshoot" and it is unused so are there more unused behaviours? Thx
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And could someone make list of all behaviour? Cause I could see, that in one .inf, there is "standandshoot" and it is unused so are there more unused behaviours? Thx
You can find a list of all behaviours here , allthough it is in german.
And now: I found script ai_signal. But I have seen only example "eat". What else I can attach to script ai_signal please?
Here you can find list and description of all commands, including
![s2 cmd](img/i_codehelp.png)
it's in german, but there are some free translators, like this one:
http://www.online-translator.com/text.asp?lang=en
About the animations:
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die
and I suppose there is no way to add another one, lets say, which would start on a trigger?
Plus, could you tell me when is ani_use triggered? When an unit uses something or when IT is used? Thanks
Gradir has written
About the animations:
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die
and I suppose there is no way to add another one, lets say, which would start on a trigger?
I ment that there is that list of unit's animations:
ani_idle1, ani_idle2, ani_idle3, ani_move, ani_attack, ani_use, ani_die
and I suppose there is no way to add another one, lets say, which would start on a trigger?
sure you can, with
![s2 cmd](img/i_codehelp.png)
![s2 cmd](img/i_codehelp.png)
Gradir has written
Plus, could you tell me when is ani_use triggered? When an unit uses something or when IT is used? Thanks
afair whenever a unit eats something
ani_use is useless. (
![](img/smiles/ugly.gif)
Guest has written
I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?
i dont think so...
1. click the unit you want to add a state. And click "+" button next to the "state". That's it.
2. on:start {
addstate "number you want";
}
Gast has written
I need help with fire. Is there a place or way to change it so if it's under a building it won't go out?
check with
![s2 cmd](img/i_codehelp.png)
It isn't perfect, but I should work most of the time.
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on:use { 	if (gotstate("self","tame")) { 		ride; 	} }
For Example AI_Stay
I Dont Know The Code
![](img/smiles/cry.gif)
I searched the website for a list of events and couldn't find one. It's because I want a turtle to get immediatly killed at the beginning of the map.
![s2 cmd](img/i_codehelp.png)
![](img/smiles/rolleyes.gif)
E_net4 has written
Huh, yes? That just tells me the syntax of an event. ![](img/smiles/rolleyes.gif)
![](img/smiles/rolleyes.gif)
Beneath the Heading "Ereignisse" there is a full listing of all system events
![](img/smiles/tongue.gif)
Same thing as $tmp?
I made CS map, and I want explosion for it.
What should I do for "???"
on: ??? {
if ($C4){explosion $x,$y,$z;}
}
edited 2×, last 25.02.08 09:52:06 am
is the tree house done with scripts??
if so would you beable to make it that you could build an expansion onto a building using a simular script??