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Sergey A. Zhukov, answer to: FloatWave
Add a mercenary is not a problem . But add it up a little , we must also register his features , skin color, height , experience, skills, etc. I can write it all , but is it worth ? :)

Just add a mercenary :

system.create_character (id = 'CODE', gender = 'female', party = 'UISPIELER', x = 300 , y = 300 , name = globaltext.NAME_CARMEN, resourceui = 'ira.png')

CODE - as always, any unique identifier
gender - gender (male / female)
name - any name , which will be named character , for example : 'Carmen'. The example uses a constant with the name of the game .
resourceui - file name of the image that will be displayed in the interface of the game as a portrait of a mercenary

Once created, it is necessary to put down the character parameters command:

objects.set_attribute ('CODE', 'PARAM', VALUE)

Where CODE - id created the character.
PARAM - parameter name
VALUE - the value

For example, to set the character's experience :

objects.set_attribute ('CARMEN_1', 'experience', 1000)

Droege options :

skin - skin color (white / black)
clothes_gloves - outerwear (for example : 'SET_NORMAL_CLOTHES_1')
clothes_boots - Shoes are usually one meaning : 'naked'

And the skills of your character :

strength
agility
dexterity
constitution
intelligence
charisma

light_weapons
heavy_weapons
sniper_weapons
speech
throw_weapons
explosives
survival
technic
medicine
sneak
driving
pick_pocket
lock_pick
close_combat
level
FloatWave, answer to: Sergey A. Zhukov
Hm... I wrote:
system.create_character (id = 'CLONE1', gender = 'male', party = 'UISPIELER', x = 308 , y = 259 , name = 'Clone', resourceui = 'ira.png')
It made bolnd hair guy. Then I tested 'female' and it made same guy again. And what is full command to change 'skin', 'clothes_gloves' or 'clothes_boots'.
Sergey A. Zhukov, answer to: FloatWave
Try to change the floor through the command:

objects.set_attribute ('CLONE1', 'gender', 'female')

Skin color changing commands:

objects.set_attribute ('CLONE1', 'skin', 'black')

Clothes can be changed using :

objects.set_attribute ('CLONE1', 'clothes_gloves', 'SET_NORMAL_CLOTHES_3')
FloatWave, answer to: Sergey A. Zhukov
It dont work :/ he is still same.
Sergey A. Zhukov, answer to: FloatWave
Most likely the command will work correctly only when initializing the card. And if you are used from the console , the only work partially . Sorry, but even I can not check since the game I have not been established, and there is no time for this.
05.09.2013 07:05 FloatWave
Now I know how to give items, make people dancing, spawning mobs! ^^ Thanks you. I have some experience with programming so I quite understand. And can you spawn cars?
Sergey A. Zhukov, answer to: FloatWave
team:

system.create_object ('SET_HUMVEE', 345.58, 760.64, id = 'CODE')

SET_HUMVEE - this code Hammer
345.58 , 760.64 - coordinates on a map as well as for animals
CODE - any unique identifier such as : 'HUMMER_11'

That after adding that it could sit down and go , it is necessary to perform another command:

objects.set_attribute ('CODE', 'accepted_drivers', ['UISPIELER'])

CODE - the unique code assigned to you , if you add a vehicle , for example:

objects.set_attribute ('HUMMER_11', 'accepted_drivers', ['UISPIELER'])

Codes for other modes of transport :

SET_BUGGY - Buggy
SET_WHEELTANK - wheeled tank
SET_PICKUP - Pickup
03.09.2013 10:09 FloatWave
Yeah I really want to make my team dancing. I hope there is a command... And I want spawn pigs and cows :D Btw. I had account here long time ago but i forgot the Name and Password xD So no I am back with new account and new desire to play ;)
Sergey A. Zhukov, answer to: FloatWave
To dance the protagonist : character.play_animation ('ALTER_EGO', 'CM_NPC_TANZEN_1')

To mercenary must instead write ALTER_EGO 'MERCENARY_NAME', where NAME - name of the mercenary , for example : 'MERCENARY_AGNES'.
Sergey A. Zhukov, answer to: FloatWave
To add a cow, write the command:

system.create_animal (id = "CODE", type = ANIMAL_COW, party = "ANIMALS", x = 300 , y = 300 )

CODE - is any unique code, for example : "COW_11"
ANIMAL_COW - an identifier of the cows , and other animals identifiers :
ANIMAL_WOLF - wolf
ANIMAL_DEER - deer
ANIMAL_ANTELOPE - antelope
ANIMAL_BEAR - Bear
ANIMAL_TIGER - Tiger
ANIMAL_BISON - Bison
ANIMAL_DONKEY - ass
ANIMAL_HORSE - horse
ANIMAL_LIZARD - lizard
ANIMAL_WARG - big wolf werewolf
ANIMAL_WILDDOG - wild dog
ANIMAL_PIG - pig

x, y - the coordinates on the map where to place the animal. To find the coordinates of any object, you can use the command:
objects.get_position ('CODE')
CODE - the identifier of the object , such as the main character is 'ALTER_EGO'. The coordinates of the protagonist : objects.get_position ('ALTER_EGO')

The animal became the enemy of the protagonist, it is necessary to type the command:
objects.set_attribute ('CODE', 'foes', ['UISPIELER'])

CODE - an identifier of the created animal.
Development by Sergey A.Zhukov 2007-2012