Scripts / [STICKY] Smallg's free scripts

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smallg
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Posted: 26th Jul 2016 09:43
You don't need the (e) in
money = money + 100(e)
And make sure your original 'money' variable is set to a global (by not calling it 'local money = 0') at the top of the script.

On my phone right now so can't check the scripts but its not actually needed to do it this way, all you need is to set
money = 0
At the top of the ai script (ai_solider.lua for example) and then add
money = money + 100
In the exit(e) part (I.e. ai_solider_exit(e))
Though this is a much more basic system.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Bolt Action Gaming
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Posted: 3rd Aug 2016 20:13
Anyone else having trouble with the blood/loot code?
smallg
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Posted: 4th Aug 2016 13:29
Quote: "Anyone else having trouble with the blood/loot code?"

working for me, double check to make sure you have the control objects set to always active = yes (and dynamic of course)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 10th Sep 2016 14:56
update to the conversation script to add background panels/image
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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science boy
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Posted: 11th Sep 2016 14:09
Can you do one where if any entity comes into range of you it does the image and goes when entity leaves perimeter.

Only.issues is hundreds of entities at.once.

Possible would be nearest or newest one eliminates other images. This way you can add more to each character and without chatting. Etc. Maybe already do able. I just had lots of issues from x10 years ago.
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Pirate Myke
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Posted: 11th Sep 2016 14:32
Very nice smallg. Thanks.
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smallg
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Posted: 11th Sep 2016 15:59
Quote: "Can you do one where if any entity comes into range of you it does the image and goes when entity leaves perimeter.

Only.issues is hundreds of entities at.once.

Possible would be nearest or newest one eliminates other images. This way you can add more to each character and without chatting. Etc. Maybe already do able. I just had lots of issues from x10 years ago. "


you mean something like this?


create a folder
Quote: "scriptbank\images\civilian images"

and name your .png images something that you will remember as you will then name the civilian characters by the file name (don't include the type) - image should be made to screen size for ease of placement.
i.e. hello.png = name the character hello.
create a suitable sound file to match if you desire and place it in sound slot 1.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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science boy
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Posted: 19th Sep 2016 19:19
spot on small g. exactly like that this gives lots of possibilities in a town, can up an image for each entity so will make it a bit less samey and will be brill for my final on screen hud display many thanks
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smallg
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Posted: 29th Sep 2016 20:07
there appears to be something wrong with these guys
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Isagabe
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Posted: 30th Sep 2016 18:45
Hahah that is so cool. Super clever.
PCS
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Posted: 3rd Oct 2016 08:13
Hi smallg, your work is awesome.
can I ask you to make a script not just for me, but for the game guru community. I am sure a lot of the game guru players would love something like this also.
its almost similar to your ai spawn on dead script, and the spawn in waves script.
would be awesome if you can make a script were if the player dies you also spawn / re spawn the ai_slodiers in that scene back to there starting position, so that the scene can start all over until the player has killed al the ai_soldiers in that scene.
if all the soldiers in that scene is killed and player has reach a check point then if the player dies the ai soldiers must not re spawn again.
this sounds like a big one. hope you can help with it.

I thank you in advanced

Pcs.killer

synchromesh
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Posted: 5th Oct 2016 23:58
Amazing !! at first I though .. what am I looking for ?
Very cool
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gd
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Posted: 21st Oct 2016 02:59 Edited at: 25th Oct 2016 19:26
Hi all, just been looking over Smallg's script and found this great little one cross hair script.

I love it!
Thanks Smallg, great script as always.

I just updated it to add health, a indicator and distance to the soldier's like in the image below. If you get the time check out the you tube video here.



Will add script once I have done all testing...
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Bugsy
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Posted: 4th Nov 2016 08:59
hey I'm posting here to ask about the stealth kill script. It works really well if I do say so myself, but the enemies don't seem to react to nearby gunshots and go on alert. IDK if this is a problem on my end with the guns sound strength but I was wondering if you would be willing to update that and fix it if it is not. if this is not possible, disregard this. I also notice that, while sometimes they will notice if you walk in front of them, other times they simply will not. I have their view cone/range at 90/10000

a question I have: is it possible to change the respawn location of the enemies on the infinite respawn script to be back in their original position? if so I'd love to see an update with that included.

a third question I have is if you notice any significant framrate improvement on enemies using the custom animset script you have, since I'm assuming the FPSC rig is half the frames of the GG rig.
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smallg
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Posted: 5th Nov 2016 14:46
Quote: "hey I'm posting here to ask about the stealth kill script. It works really well if I do say so myself, but the enemies don't seem to react to nearby gunshots and go on alert. IDK if this is a problem on my end with the guns sound strength but I was wondering if you would be willing to update that and fix it if it is not. if this is not possible, disregard this. I also notice that, while sometimes they will notice if you walk in front of them, other times they simply will not. I have their view cone/range at 90/10000"

yh they weren't set to respond to sounds so i've added that for you.
the line of sight issue may be because of the fire_range you give them
Quote: "--enemies will move into this range to fire
local fire_range = 600"

if you are outside of this range (*1.3) then they will ignore you (so at my default of 600 this is 780 - about half of the real distance AI can fire - this is to mimic camouflage or something, but adjusting it higher should fix your issue).
i've changed it to 1500 in this script too (which is the max distance AI can fire).

Quote: "a question I have: is it possible to change the respawn location of the enemies on the infinite respawn script to be back in their original position? if so I'd love to see an update with that included."

something i've played with and tried many times but it just doesn't work with the default AI, they will always wander back to their last location (where they were when you died) no matter what i try - it's something to do with the way they aggro but if i remove the aggro functions i don't like the AI in general so.... it's waiting for AI improvements before i update it.

Quote: "a third question I have is if you notice any significant frame rate improvement on enemies using the custom anim set script you have, since I'm assuming the FPSC rig is half the frames of the GG rig."

if there is it wouldn't be script related but more of a model thing, the robots have quite a few animations even if i'm not using them all so i doubt there's any difference in that specific case though.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Bugsy
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Posted: 6th Nov 2016 06:29
Thanks for the prompt reply and updates, I'm gonna give this one a try as soon as this lightmapper is done! If I may, could I request some things? IDK if you take requests but if you do:

I'd love to see a winzone that deletes the players weapons,
I'd also like to see winzone that checks if an entity is alive, and if it is, prompts the player to go kill it. (and deletes the players weapons)
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smallg
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Posted: 6th Nov 2016 12:52 Edited at: 5th Dec 2016 21:43
removing player weapons is easy as there's already a command for that
RemovePlayerWeapons(e)

so the winzone should now look like this

note, mine is called winzone_no_weapons.lua

for the dead enemy check there are a few door scripts around that do this (i have one or there's this 1 https://forum.game-guru.com/thread/216606#msg2561855), could you maybe put the winzone inside a building with that script on a door or maybe a gate?
otherwise you can adjust it to fit the zone like so


and the AI script should be changed to have g_KillCount = g_KillCount + 1 inside the exit(e) function like this
ai_soldier_missiondoor.lua
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
science boy
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Posted: 7th Nov 2016 12:19
Have you got a script or us there a script where you shoot them or hack the enemy with something with poison and slowly decreases their health.

And is this also able to affect the player? Cheers sb
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smallg
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Posted: 7th Nov 2016 13:56
by request, a script to hide objects when entering a zone (will still also spawn new objects like normal so you can use it to transform objects)

1. place the first objects that will be hidden/transformed, name them all the same and give them hide_in_zone_object.lua
2.(optional). place the next objects on the map, name them all the same (but different to the group in step 1) and set them to 'spawn at start = no'
3. place a trigger zone, name it the same as the group in step 1, give it hide_in_zone.lua and (optional) enter the name of objects from step 2 in the 'ifused' field.

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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synchromesh
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Posted: 7th Nov 2016 14:23
And again smallg comes to the rescue !!
Thanks so much .... I bow to your talent
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synchromesh
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Posted: 7th Nov 2016 14:35
Update ...
Works perfectly ..... Amazing
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Bugsy
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Posted: 8th Nov 2016 06:40
thanks for the prompt response with the scripts! since that seemed like it was easy and I cant even begin to figure out what lines of code you put where, would you be able to add the killcount thing to the classic unarmed script?

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Belidos
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Posted: 8th Nov 2016 07:48
Just put....

g_KillCount = g_KillCount + 1

on a new line in the exit part of the script, anywhere between line 136 and 139

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Bugsy
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Posted: 9th Nov 2016 04:22
thanks belidos!
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smallg
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Posted: 10th Nov 2016 13:42
been pointed out to me that my carry object script has the very major bug of not actually working... no idea how i missed it at the time but here's the fixed version
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Bugsy
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Posted: 13th Nov 2016 01:36 Edited at: 13th Nov 2016 01:37
smallg wrote: "something i've played with and tried many times but it just doesn't work with the default AI, they will always wander back to their last location (where they were when you died) no matter what i try - it's something to do with the way they aggro but if i remove the aggro functions i don't like the AI in general so.... it's waiting for AI improvements before i update it."


smallg wrote: " they will always wander back to their last location (where they were when you died)"


so, you mean you can get them to spawn at their original location, but they walk back to where they died? that would actually be useful!
I did something like that but with waypoints back in kshatriya FPS creator

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smallg
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Posted: 13th Nov 2016 18:43
looking at it again and in the latest version i think the spawn command is very different to it used to be.
Quote: "Fixed bug in LUA spawn command which confused the entity parent ID (would cause strange behaviours)"

seems to have broken hiding characters after spawning them for me.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Bugsy
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Posted: 14th Nov 2016 05:09
hey i saw a youtube video where you had a remote door script, can you link that? its not in the first post.
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smallg
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Posted: 14th Nov 2016 11:48
sure, here you go, tested just now and still working fine for me.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 15th Nov 2016 00:16 Edited at: 15th Nov 2016 00:22
haven't released anything in ages as i haven't really been using GG while i've been working with AGK but as i spent some time in GG today i have a new little script to share.
note; you will need an image called
Quote: "binoculars.png"
in
Quote: "scriptbank\images"
or change line 9 to suit (attached mine so you can test easily but it's very poor quality as i just put it together as fast as possible).
instructions in script but basically just hold right mouse to equip and then scroll your mouse wheel to zoom in/out.


may see if depth of field should be worked in as well for levels that want to use it (so you can zoom in with depth of field on and not have objects look blurry)

also as a side note i noticed if you zoom in or out too far the view gets swapped upside down... an interesting side effect which someone may have a use for?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 15th Nov 2016 18:35
by request, text zone that shows text for a brief period before being removed.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Pink Panther
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Posted: 15th Nov 2016 20:30
Smallg I really, really, love your scripts. I noticed today when trying to use the loot script I get this error. How can I fix it?
Thanks

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Bugsy
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Posted: 15th Nov 2016 20:58
thanks for the textinzone script! that is super useful

I was having some issues with the killcount winzone and was wondering if you could help. (not to dump errors on you)

I get this error:


using this script for the character:


and this script for the winzone


the level still loads but the winzone doesnt work. It is probably a mistake on my part because I had to edit the AI script myself. any assistance would be greatly appreciated
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smallg
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Posted: 15th Nov 2016 22:17 Edited at: 15th Nov 2016 22:25
@bugsy what is your ai script called?
it looks like you renamed it, you shouldn't/can't put spaces in functions so spaces in file names are not allowed (as you need to call the function the same as the file name)

also there's a double _ in the main(e) function of the winzone which shouldnt be there.

@pink panther make sure you have set the control script object to always active = yes and that's it's static = no.
also if possible move it to an object that has a lower entity number than any of the AI using the loot script so that it will definitely run first as there's a slight bug with the current version of GG in that the init(e) part of all scripts are no longer run first before the main(e) part (which used to be the case).
you can also add a one time variable with a return statement to the main(e) of the ai script to fix it.
something like


@self do poison script for science boy
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Bugsy
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Posted: 16th Nov 2016 05:57
I removed the spaces as well as the second _ in the winzone script and get the same error

can I ask about music scripting? when I do musicplaytrackx.lua for my games music, sometimes it plays and other times it skips around in the song. other times yet it just randomly cuts the song off midway through. the music system in gameguru is much more complicated than FPSC which i dislike.
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smallg
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Posted: 16th Nov 2016 15:13
Did you rename the functions too? The scripts won't work if they aren't named the same as your internal functions.

For music I have no idea, I don't use it, I find it much easier to just use sounds.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Pink Panther
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Posted: 16th Nov 2016 15:53
Thanks smallg. I made sure the entity carrying the control script had a lower number then the AI and it works! Thank you for the fast reply!
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smallg
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Posted: 16th Nov 2016 19:41
glad it worked for you

poison script.
there's a script to place on an always active = yes object and also a snippet to add to your AI script
the snippet needs to be placed inside the main(e) part of the ai script, i would just place it right below the main function call, just to be sure it's not inside any if statements etc

so your edited script will now look like this (see line 26 ~ 27)

see video for more explanation and guide if need be
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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LordinSiidius
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Posted: 17th Nov 2016 22:59
Thank you guys for the added help and support, and for the amazing ideas and snippets! Those vids were nice. Sad about the AI thing, as the one game looks like something that would be a lot of fun. Really like the binoculars aspect too. Think I will play with that in the near future.
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LordinSiidius
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Posted: 19th Nov 2016 14:05
Hey Smallg,

I have 2 new questions for you.

1.) What programs are used to make the .x, .fpe, .dds files (in other words, to make / edit your own assets)? Are there any tutorials on this?

2.) Is there a means to make a character that will work with 3rd person mode, other than the wizard? What is the process involved, and where would I get started picking it up?

Thanks,

LS
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smallg
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Posted: 19th Nov 2016 15:19
models should be made in blender or some other modelling program that can export to .x format, then you can import to GG by dropping it into the entitybank folder or by selecting file -> import.

for third person, try this thread
https://forum.game-guru.com/thread/216018
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
LordinSiidius
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Posted: 19th Nov 2016 22:54
Thanks again Smallg. I have Blender, and am going through the Vid course to use it. I did not realize when I got it that it was what made the .x files, so now that I know I was on the right path the whole time, I can be patient as I learn the software. I had anticipated using it to make a custom logo to operate under. Funny how things work out.

I thank you for the link. I will try to tackle that tomorrow. I just want you to know that the support you have given thus far already makes the investment in this bundle (I got the big bundle with AGK2, the tutorials, the packs, the works) feel worthwhile. I have heard a lot of disparaging things about the team behind the product as I dig deeper in the material. I have to admit that the idea the support by the devs may not be there (or may be dropping) or the engine may not reach it's intended potential did start to shake me. Seeing such a strong and helpful community helps abate that feeling, allowing me to delve ever deeper towards my goals.

Keep rocking, and I'll keep being a fan. You have shown me why so many think of you as a Legend here in the community.

Thanks!

LS
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Pink Panther
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Posted: 21st Nov 2016 19:58
Thanks for the binoculars! Great!
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smallg
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Posted: 24th Nov 2016 14:44
Quote: "Thanks for the binoculars! Great!"

no worries, always interesting to see what people find useful

request for minecraft style building blocks so i gave it another go...
works ok, not sure i can do much more with it for now but maybe someone will find a use for it.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Meows
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Posted: 28th Nov 2016 06:22
Just started back and was surprised to see reloaded is now GameGuru. However i have a issue I pray I can get some help/advice on. I think it would help everyone. as i could not find out how to get the (e) numbers of the entities.

I don't know what I did wrong!
Meows
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Posted: 28th Nov 2016 06:30 Edited at: 28th Nov 2016 06:34
FIXED and works
Quote: "small_g:: Did you rename the functions too? The scripts won't work if they aren't named the same as your internal functions.
"


Just started back and was surprised to see reloaded is now GameGuru. However i have a issue I pray I can get some help/advice on. I think it would help everyone. as i could not find out how to get the (e) numbers of the entities.

I don't know what I did wrong!
it is a found script and been sitting on computer for years..
PS, what is the command to SNAP entity's ?

EDIT.. I Read above and found the problem change the script to prompte.lua
and it works great!
Meows
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Posted: 28th Nov 2016 06:59 Edited at: 28th Nov 2016 07:14
i feel so dumb and can't see where to put the text here,
Quote: "
smallg
by request, text zone that shows text for a brief period before being removed."

I put in the script to a Trigger zone, then went to the trigger zone, and Text was displayed,
It said TRIGGER ZONE... so thinking it was pulling text from the Name I put in HI there.
And got a script error.
Where does the text go.. gosh.. I need a new brain,

PS i LOVE the Remote Door. It is awesome..
I have a stone wall. and in front of the wall I have a Vertical Door you showed here,
So just to mess with the users escape plans, I put a piece of rebar stuck into the wall on the left side. The rebar is the remote door key! It works great.
So the user opens the Vertical door and see's there is still a Stone wall in front of them, I wanted to use the text instead of the "secret Image" to give the user a new quest for the secret of the Stone Wall.

You are so talented. thank you!

OK I Figured it out, went to the brain shop got a new one and to help other brain dead ppl like me
add this just above the Destroy(e)

Many Many Thanks
smallg
Community Leader
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Joined: 8th Dec 2005
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Posted: 28th Nov 2016 09:55
That's correct, change the name of the zone in the properties and it will show that on screen.

For entity numbers you can hover the mouse over them and it will be in the bottom left of the game guru status bar (there's a long number too - ignore that, you want the one to the left).
Basically the first thing you place is always entity 1 (includes markers, zones etc) and then counts up from there.

To snap entities press B til it says snap in bottom right of the status bar.

And welcome back
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Belidos
3D Media Maker
8
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Joined: 23rd Nov 2015
Playing: The Game
Posted: 28th Nov 2016 10:18
LUA Development Process:

1. I can't fix this.
2. Crisis of Confidence.
3. Question career choices.
4. Question life.
5. Oh it was a typo, cool.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
smallg
Community Leader
18
Years of Service
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Joined: 8th Dec 2005
Location:
Posted: 28th Nov 2016 12:39
5. So true
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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