Product Chat (Early Access) / [SOLVED] GGC script Not working in Max

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PCS
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Posted: 3rd Jan 2022 23:37
Any reason why a bird script of classic do not work at all in Max, even if it is in the correct folder and the fpe points to the folder.?
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Necrym59
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Posted: 4th Jan 2022 06:57
Make sure you have a scriptbank folder under the files folder in your Documents/GameGuruApps/GameGuruMAX and the lua script is in that folder not in a sub directory and it should work
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Belidos
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Posted: 4th Jan 2022 08:17
Because it's not Classic? :p

In all seriousness though, don't expect all classic scripts to work in Max, things have changed so much that some of it jus doesn't work, especially some of the physics stuff that moves entities around and animates them.
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PCS
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Posted: 4th Jan 2022 12:50 Edited at: 4th Jan 2022 12:51
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Quote: "Because it's not Classic? :p"


Oh sorry i forgot to report. It was my bad. all my custom scripts for Lafitte's flying objects are working perfectly , and the follow spawn script also works perfectly. In fact very script so far this afternoon that i have tested works perfectly in Max.
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Belidos
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Posted: 4th Jan 2022 13:35
Awesome, glad to see they still work. I know Amenmoses was having issues because some of the physics stuff has changed, so anything that does work is a relief.
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GubbyBlips
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Posted: 4th Jan 2022 19:53
I would just like to know how to assign a script to an entity in MAX . It's easier than pie in Classic, but I can't figure out how to do that now-- silly right?!

I tried the suggestion @ Necrym59, and put a couple scripts into that MAX scriptbank folder. Then I select a barrel and click "behaviors", then "user", but nothing appears under that screen...?
Also, how do you change an object from 'static' to 'dynamic' ?

BTW, read the user manual, discovered the "developer mode", and tried to assign a script that way, but my script does not show up in the behavior screen still!
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AmenMoses
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Posted: 4th Jan 2022 20:16 Edited at: 4th Jan 2022 20:17
You have to add the --Description: <some text> line to the script for it to show up.
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GubbyBlips
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Posted: 4th Jan 2022 21:40
Well, thanks for that AM. I see what they are doing, and that's not really hard to put into a script. It would seem possible that if the description isn't found- maybe a default description like 'User Script' or something could auto-generate @ behaviors screen? Even better how about a
Date and Time of file as default description-
since they do have MOST RECENT thankfully.

How about a tiny window of about 8 most recent scripts? It's nice that they confronted the script (behavior) assignments, but I'm kinda old school with that. As primarily a script user, this menu looks to be HARD to Navigate and read quickly- that is, the images can distract even if you browse to your 'user' only folder. So in that case, I'm not sure the images help? Potentially a user could have 100 user scripts. A standard window given w/ developer mode would be a nice option- vertical stacks are the norm.

Even more thoughts is- how about for the object menu-- any script assigned shows up as a secondary title? Sometimes I need to hunt down what object is assigned to a particular script- for sure that has been a bit of a hassle on past occasion. But I appreciate the selectable types and maybe I'll get used to it. But I hope Lee reads the little suggestions.

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GraPhiX
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Posted: 7th Jan 2022 13:53
I am working on a batch converter to help get the scripts in MAX (very basic but saves time)

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