Daxter said:the 'with' goes at the end of formation statement but a parse comes up like there's more to it.
20 000015 Source line: trigger floaty number ENUMERATION at {POSITION} importance NUMBER value NUMBER //3.16.22
20 000015 push 4D2h <- ENUM = hex for 4321
20 000016 pushvo POSITION <- Position
20 000017 engcall 93h <- part of Position
20 000018 pushf 1234.000f ->Number
20 000019 pushf 1234.000f -> Number
20 00001A pushf 1.000f -> Unknown Number
20 00001B pushf 1.000f -> Unknown Number
20 00001C pushf 1.000f -> Unknown Number
20 00001D engcall Dh -> Goes to the engine.
//if VARIABLE can view camera end if
//if ENUMERATION music played end if
//if say sound "HELP_TEXT_DEFINITELY_NEWEST_INTRO_01" playing end if
//disable VARIABLE visible //3.3.1
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
//send random spirit home
//move camera to ENUMERATION ENUMERATION
//set camera roll to {POSITION} time 5 catmullrom bias 1.0 tension 2.0
//set camera roll to {POSITION} time 5 catmullrom bias 1.0 tension 2.0
//if VARIABLE can view camera end if
//if ENUMERATION music played end if
//if say sound "HELP_TEXT_DEFINITELY_NEWEST_INTRO_01" playing end if
//VARIABLE100 = get idle platoons in town VARIABLE
//VARIABLE102 = get town VARIABLE platoon type ENUMERATION at ratio NUMBER
//VARIABLE103 = get villagers of tribe ENUMERATION nearest {POSITION} radius NUMBER
//VARIABLE105 = get platoon stat ENUMERATION of VARIABLE
//VARIABLE106 = get movement stat ENUMERATION of VARIABLE
Daxter said:If that is a list of non working things here are a few fixed up.
//set camera roll to {POSITION} time 5 catmullrom bias 1.0 tension 2.0
set camera roll NUMBER time NUMBER catmullrom bias NUMBER tension NUMBER
->> doesn't accept a position
//move camera to ENUMERATION ENUMERATION
move camera to CONSTANT CONSTANT time NUMBER
->> needs to have 'time'
As for the others and the trigger floaty one I get started on them straight away no matter how long it takes.
//disable VARIABLE visible //3.3.1
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
//if VARIABLE can view camera end if
//if ENUMERATION music played end if
//VARIABLE103 = get villagers of tribe ENUMERATION nearest {POSITION} radius NUMBER
//VARIABLE105 = get platoon stat ENUMERATION of VARIABLE
//VARIABLE106 = get movement stat ENUMERATION of VARIABLE
// 1. Constant Manipulation
//ENUMERATION from ENUMERATION to ENUMERATION
//ENUMERATION NUMBER
//VARIABLE2 = create highlight ENUMERATION for "BW2T_SCRIPT_06FINAL_CHALLENGE_FOREST_AMBUSH_60" at {POSITION}
//VARIABLE9 = address of VARIABLE
//VARIABLE58 = marker at ENUMERATION
//VARIABLE94 = get idle platoon of tribe nearest {POSITION} radius NUMBER
//VARIABLE95 = get platoon of type nearest {POSITION} radius NUMBER
//VARIABLE96 = get platoon of type tribe nearest {POSITION} radius NUMBER
//VARIABLE98 = get idle platoon of type nearest {POSITION} radius NUMBER
//VARIABLE101 = get platoon on wall of type nearest {POSITION} radius NUMBER
//VARIABLE107 = get idle platoon type ENUMERATION of town VARIABLE
//VARIABLE113 = get living villager at {POSITION}
engcall 93h Brackets for POSITION
engcall 7h SirenSpell.txt[SirenSpell(EnemyWonder,Siren)] & VolcanoSpell.txt[VolcanoSpell(EnemyWonder,Volcano)] & EarthquakeSpell.txt[EarthquakeSpell(EnemyWonder,Earthquake)] & HurricaneSpell.txt[HurricaneSpell(Hurricane)] & Land specific epic spells (probably AI related).
engcall 8Ch Used
engcall 98h Used
engcall 9Ah Begin Cinema/Fullscreen
engcall 9Bh End Cinema/Fullscreen
engcall 9Ch Begin/End Cinema
engcall EFh Begin Cinema/Interactive Cinema/Dialogue/Fullscreen
engcall F0h End Cinema/Interactive Cinema/Dialogue/Fullscreen
engcall F4h Begin Cinema/Interactive Cinema/Fullscreen
engcall F5h End Cinema/Interactive Cinema/Fullscreen
engcall 2B9h Land4UndeadLegion.txt [GL_GhostSuccessOutro]
engcall 315h Used
engcall 317h Used
engcall 32Ah Used
engcall 34Fh Begin Interactive Cinema
engcall 350h End Interactive Cinema
engcall 3F2h Land9AztecCapitalScript.txt[LC9_FireEpic(TargetPlatoon)] & Land7JapanCapital.txt[Land7JapanArmyManager]
engcall 3F5h Reminders.txt[StandardReminder(AdvisorSpeak)]
engcall 5Fh Land3Globals.txt[Land3Globals]
engcall 2Eh Reminders.txt[StandardBanter(AdvisorGroupID)]
engcall Dh Land3PaternitySuit.txt[PS_Hearts(House) ]
10.2.20 get town object method of last conversion
returns the last method of conversion for the given town (see lastcaptureenum.h)
TownConversion = get town JapTown method of last conversion
//disable VARIABLE visible //3.3.1 // looking for a "[disable][enable] " probably physics or tracking or somesuch
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25 // looking for a "with "
//if VARIABLE can view camera end if // Looking for a whole slew of things. I got to "{POSITION} position across */down *" before it crapped out
//VARIABLE103 = get villagers of tribe ENUMERATION nearest {POSITION} radius NUMBER
//VARIABLE9 = address of VARIABLE
//VARIABLE58 = marker at ENUMERATION
Hunter said:set platoon value CR_NONE of MyVar to 0
MyVar = get movement value CR_NONE of MyVar
MyVar = get platoon value CR_NONE of MyVar
MyVar = marker at {0,0,0}
:woot
engcall 7h SirenSpell.txt[SirenSpell(EnemyWonder,Siren)] & VolcanoSpell.txt[VolcanoSpell(EnemyWonder,Volcano)] & EarthquakeSpell.txt[EarthquakeSpell(EnemyWonder,Earthquake)] & HurricaneSpell.txt[HurricaneSpell(Hurricane)] & Land specific epic spells (probably AI related).
engcall 8Ch Possibly CS block
engcall 98h Possibly CS block
engcall 2B9h Land4UndeadLegion.txt [GL_GhostSuccessOutro]
engcall 317h Possibly CS block
engcall 32Ah Possibly CS block
engcall 3F5h Reminders.txt[StandardReminder(AdvisorSpeak)]
engcall 2Eh Reminders.txt[StandardBanter(AdvisorGroupID)]
engcall Dh Land3PaternitySuit.txt[PS_Hearts(House) ]
marker at ENUMERATION //8.7.2 This is the one I need
Aye. Icons are not part of the command.Kays said:Did the floaty numbers one get solved?
Kays said://disable VARIABLE visible //3.3.1 // looking for a "[disable][enable] " probably physics or tracking or somesuch
disable VARIABLE visible disable VARIABLE pulse
-> makes sense since it's in referance to a visual effect
23 00000E Source line: disable VARIABLE visible disable VARIABLE pulse
23 00000E pushb false
23 00000F pushvo VARIABLE
23 000010 engcall 1Eh
23 000011 pushb false
23 000012 pushvo VARIABLE
23 000013 pushf 1.000f
23 000014 pushf -1.000f
23 000015 engcall 12h
[disable][enable] VARIABLE pulse speed NUMBER1 with fadetime NUMBER2
//VARIABLE103 = get villagers of tribe ENUMERATION nearest {POSITION} radius NUMBER
Following the errors I end up with this and I doubt that it's correct.
Variable = get number of type TRIBE_TYPE_AZTEC in oTown
Thats funny that you got that to run. It combined two commands.
Kays said:A visual effect has two properties. Visibility and pulse. This will allow you stop either or both.