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Modding Questions

Posted: Thu Oct 01, 2009 2:23 pm
by cydro
I know this is bumping a 1-year old thread but it is a support topic so...

How do you randomize death messages like dazzle's CTF recreation?
How do you enter a different map every round?
And how do you use color codes (in ACASv3 if its specific)?

Just wanting to know...

P.S. sorry for the 'how' spam?



*** Moved from Support Thread ***

Re: Modding Questions

Posted: Thu Oct 01, 2009 4:11 pm
by Metal

Re: Modding Questions

Posted: Thu Oct 01, 2009 8:15 pm
by cydro
1.never mind, i already had that, but i was looking for this:
triv wrote:These codes aren't very useful for people who don't know how to script, because these can be mainly used
on scripts. You can change the color of text which shows to player(s). If you put \c0 the color of text
will be white that is the default color. These are the possible color choices.

\c0 White
\c1 Cyan - doesn't look like cyan
\c2 Black
\c3 White-grey
\c4 - \c9 Brown

Example how it looks on script part: "\c0You have picked up a brain"
It's also possible to combinade the colors for fancy results. Like this: "\c4Map made by: \c2Trivox"
Works on: scripts, console, server names, etc.
ty for your help though.

2. Is there a way to; (i) use it on EVERY map?
(ii) use multiple messages and make them show up at random?
thanx though, it did help a bit.

3. THANK YOU SOO MUCH for the .mis loader.

Re: Modding Questions

Posted: Fri Oct 02, 2009 6:58 am
by Metal
Messages at random, no sorry I don't know for that, Dazz used something similar at the CTF and Rollerball, ask Warfare or some other scripters.

Re: Modding Questions

Posted: Fri Oct 02, 2009 7:24 am
by cydro
Metal wrote:Messages at random, no sorry I don't know for that, Dazz used something similar at the CTF and Rollerball, ask Warfare or some other scripters.
well, i might try using the pup randomizer as a reference for this, it might work :thumbup:
also, is there a way to load tank2.cs whenever you enter a map? loading it from the main.cs doesnt seem to work...

Re: Modding Questions

Posted: Fri Oct 02, 2009 9:13 am
by Dazzle

Re: Modding Questions

Posted: Fri Oct 02, 2009 3:25 pm
by Metal
:above: Yes, you need to put the exec code in the mis I guess... worked for me before as I got a totally modded server.

Re: Modding Questions

Posted: Fri Oct 02, 2009 11:58 pm
by cydro
Dazzle (UF) wrote:See here for info on tank2.cs: http://planetthinktanks2.com/forums/Thi ... .cs#p98194
from that link:
Dazzle (UF) wrote:I am not 100% sure. Best thing to do is install the tank2.cs and delete the tank2.cs.dso, make the text adjustments in the tank2 for the hit space thing and fire up a DEDICATED server and see if all is good, when you fire the DEDICATED server the tank2.cs should compile the dso. If for some reason it does not just add an exec line to the main.cs executing the tank2.cs
that's strange, i dont have a tank2.cs.dso, but i have tank.cs.dso instead... I did delete the tank.cs.dso but when i enter a map, the game shuts down automatically.

putting the exec command for tank2.cs in the main.cs file doesnt make any difference either...

And..... i forgot how to start up a dedicated server, but just entering a map ingame seems to compile .cs.dso files anyway...

I want to know this cus i dont wanna waste my time putting the exec command in EVERY .mis file i have...

Re: Modding Questions

Posted: Sat Oct 03, 2009 7:02 am
by Metal
yeah, everytime you open up a server, it will create the dso, when you make changes, you need to delete the dso... if you don't have the at least one file of that two, you can't open your server, and Idk know how to make it without putting the exec in all your mis.s, but, I'm not sure is it going to work in the main.cs

Re: Modding Questions

Posted: Sat Oct 03, 2009 11:44 am
by Dazzle
DON'T DELETE THE TANK.CS.DSO - THAT IS A COMPLETELY DIFFERENT FILE AND THE GAME WONT WORK WITHOUT IT!!!!

JEEZ :slapme: