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January 28, 2012, 08:34:32 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Hello guys,recently i added talking luigi to freeride.Ive made a copy of him just like he is in mission 4 (motel).In my suprise it worked on first try.But there are a few things in the edited script that i didnt delete because they seemed important and they were matched to the talking and anims.So could any of you please tell me what do they mean and why they are important?I would like to know the meanings of them so i can make my own scripts not just copying them from missions you know  " data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">




Here is the edited script :


 




dim_flt 3




dim_act 2




dim_frm 0




findactor 0,"Tommy"




findactor 1,"Luigi"


 


 




{ up




if flt[1]=1,102,-1




label 101




enemy_playanim "x barman stativ.I3D",0




wait 15000




frm_seton 0, 1




enemy_playanim "x barman stul.I3D",0




let flt[0]=flt[0]-83




wait flt[0]




goto 101




label 102




}


 




{ up




label C01




enemy_look 0




wait 2000




goto C01




}




end


 


 




event use_ab,10970008




human_looktoactor 1,0,1




rnd 0,3




if flt[0]=0,-1,113




enemy_talk 00950060




label 113




if flt[0]=1,-1,114




enemy_talk 00950061




label 114




if flt[0]=2,-1,115




enemy_talk 00950062




label 115




enemy_wait




human_looktoactor 1




return


 




So first thing i dont completely understand are those "if flt......" There are plenty of them and they are like if flt[1]=1,102,-1 , if flt[0]=0,-1,113 etc...Also there is wait flt[0].Also for example label 101 or label C01 in the scrit. why there is 101?Or it just doesnt matter idk.So those numbers quite slept me away.




And frm_seton 0,  1.i have dim_frm 0 so doest that script needs to be there?I hope anyone can help me with this  " data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">  Thanks for all the help.

#1 January 28, 2012, 11:37:27 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
yeh i digged those commands up there too now thanks for remaining it to me  <img src="/wp-content/uploads/invision_emoticons/biggrin.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20"> .So it says that frm seton is used to hide and show object in some time.So i guess it was there cause luigi used to wash the bar with dish-clout.So that frm_seton doesnt need to be there cause i didnt add the dish-cloat in this case?and if the dish cloat was there Luigi would have taken it when the "enemy_playanim "x barman stativ.I3D",0" stops?.About label it says that it commands "goto".So the 101 is because goto was 101 too?And about those "if flt[1]=1,102,-1" it says that it compare some operations.In this case its something about animations and the talking?Didnt get that completely  ??: .Hmm what do you think about all this?And thanks for you time.

#2 January 28, 2012, 03:11:47 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Hmm yes ive already removed some of them.Some things in the script seemed irellevant to my case.And thanks for the further explanation of my questions Im lucky to meet someone like you  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">




Anyway heres the original script if you want to see


 




commandblock 1




dim_flt 3




dim_act 8




dim_frm 1




findactor 0,"Tommy"




findactor 1,"Luigi"




findactor 2, "VincenzoHIGH"




findactor 3, "Salieri"




findactor 4, "frank"




findactor 5, "Ralph"




findactor 6, "Sam"




findactor 7, "Paulie"


 




findframe 0, "L_utirani"




frm_seton 0, 0


 




let flt[0]=1




human_addweapon 1,11,8,32




human_set8slot 1,1




human_holster 1


 


 




enemy_group_new 2




enemy_group_add 2,1




enemy_group_add 2,2




enemy_group_add 2,3




enemy_group_add 2,4




enemy_group_add 2,5




enemy_group_add 2,6




enemy_group_add 2,7




commandblock 0


 




{ up




if flt[1]=1,102,-1




label 101




enemy_playanim "x barman stativ.I3D",0




wait 15000




frm_seton 0, 1




enemy_playanim "x barman stul.I3D",0




let flt[0]=flt[0]-83




wait flt[0]




goto 101




label 102




}


 




{ up




label C01




enemy_look 0




wait 2000




goto C01




}




end


 


 




event use_ab,10970008




human_looktoactor 1,0,1




rnd 0,3




if flt[0]=0,-1,113




enemy_talk 00950060




label 113




if flt[0]=1,-1,114




enemy_talk 00950061




label 114




if flt[0]=2,-1,115




enemy_talk 00950062




label 115




enemy_wait




human_looktoactor 1




return


 




event 1000




label BLBOST




enemy_action_fire 0




wait 5000