Adding Scripts to maps that don't have them.

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DemonicSandwich
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Adding Scripts to maps that don't have them.

Post by DemonicSandwich »

Adding Scripts via Entity
This tutorial will show how to add a Scripts reflexive to a map whom does not have one using Entity.

Download the Video
ScriptTools.rar
The Scripting app.
(185.71 KiB) Downloaded 475 times
Foundation Scripts.serenity
The map used in the tutorial.
(917.97 KiB) Downloaded 426 times
scripts.txt
The Drunken Monkey script and repair script.
(229 Bytes) Downloaded 384 times
Credits:
Soldier of Lite: Script Tools
snakejknight: Drunken Monkey script
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
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Click16
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Re: Adding Scripts to maps that don't have them.

Post by Click16 »

nice, i will look into this as soon as possible. Sound interesting
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DemonicSandwich
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Re: Adding Scripts to maps that don't have them.

Post by DemonicSandwich »

Just a note. That "Drunken Monkey script is more like "Monkey on LSD". :lol:
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
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neodos
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Re: Adding Scripts to maps that don't have them.

Post by neodos »

Very nice, thank you :)
xxpenguinxx
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Re: Adding Scripts to maps that don't have them.

Post by xxpenguinxx »

DemonicSandwich wrote:Just a note. That "Drunken Monkey script is more like "Monkey on LSD". :lol:
Thats all you needed to say for me to try this :shock:
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CaptainPoopface
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Re: Adding Scripts to maps that don't have them.

Post by CaptainPoopface »

The video link is broken. Can you re-upload or explain in text?
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DemonicSandwich
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Re: Adding Scripts to maps that don't have them.

Post by DemonicSandwich »

Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
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Aumaan Anubis
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Re: Adding Scripts to maps that don't have them.

Post by Aumaan Anubis »

Moved to Tutorials.
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CaptainPoopface
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Re: Adding Scripts to maps that don't have them.

Post by CaptainPoopface »

Yeah, this worked for me.

To sum up the video in text, you copy the scripts reflexive in the scnr from a map that has one, and add it to the scnr of the map where you want scripts. When you open the transferred scripts in Script Tools, they will be corrupted. Replace them with the stub script included in the readme for Script Tools, and then compile those stub scripts. Then decompile them and replace them with the actual scripts you want to use, and compile. If you check your compiled scripts, they may be missing a few letters. Just decompile, paste them again, and recompile, and that should fix it.

This was not in the video, but I figured it out: If your scripts refer to script objects such as a ctrl for switching or activating something, you must build those reflexives into the map and copy the corresponding reflexives into the scnr, or your scripts will not compile.
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