Kays said:Code:set creature oCreature CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.35
0.35 is minimum size, 1.0 is full grown
Kays said:That's what I used on the Lion Pride map to get the two lion cubs.
It is listed in the documentation.
load my_creature at {positon}
MyCreature = get player 0 creature
load creature get MyCreature...........
error: parse error expecting 'V_STRING' or 'CONSTANT' or 'STATE' or 'GET' or 'IDENTIFIER'.
MyCreature = get player 0 creature
oTown = get town with id 0
load creature get MyCreature type "my_creature" player 0 at {oTown}+{0,0,30}
BlastPos = marker at {ENTER POS HERE}
MegablastFX = create visual effect "Megablast.ves" strength 0.5 scale 1 at {BlastPos} time 1
wait 4 seconds
save my_creature
stop script "Land2872Script"
load map "./Data/Landscape/BW2/Land2873.bwe"
Kays said:You have been busy :shocked
So the best way to do it from land to land is to run a script when the gold scroll is clicked to do this. Is it best to stop all other scripts first?
To move a creature betweeen two islands on the same land, is it possible to save and delete the creature and then load him in the new location?
begin script TakeOverStatus
oTown = get town with id 0
1Town = get town with id 1
3Town = get town with id 3
4Town = get town with id 4
isConverted = 0
techLevel = 0
Cnt = 0
Video = 0
Video2 = 0
EndMap = 0
TownTaken = 0
EnemyWin = 0
//numTowns = 5
Vortex = 0
Vortex2 = 0
VolcanoPos = 0
oVolcano = 0
VolcanoPos2 = 0
oVolcano2 = 0
VortexPos = marker at {1927,70,2347}
GoldScroll = 0
start
Cnt = 1
force while Cnt <= NUMBER_OF_TOWNS
Town[Cnt] = get town with id Cnt
TownStatus[Cnt] = 0
Cnt++
end while
begin loop
wait 1 seconds
Cnt = 1
Win = 1
force while Cnt <= NUMBER_OF_TOWNS
if TownStatus[Cnt] == 0
isConverted = variable get town Town[Cnt] method of last conversion
techLevel = get tech level of town Town[Cnt]
if isConverted != 0
TownTaken = 1
if techLevel == 0 and TownTaken == 1
increment tribute by 25000
run background script TakeTownDialogue
wait 6 seconds
TownTaken = 0
elsif techLevel == 1 and TownTaken == 1
increment tribute by 50000
run background script TakeTownDialogue
wait 6 seconds
TownTaken = 0
elsif techLevel == 2 and TownTaken == 1
increment tribute by 100000
run background script TakeTownDialogue
wait 6 seconds
TownTaken = 0
end if
TownStatus[Cnt] = 1
else
Win = 0
TownTaken = 0
end if
end if
Cnt++
end while
end loop
until Win == 1
wait 2 seconds
increment tribute by 500000
enable global influence
wait 1 second
set fade red 0 green 0 blue 0 time 2
wait 2.5 seconds
Vortex = create visual effect VISUAL_EFFECT_TELEPORTER_HOOP at {VortexPos} time -1
begin cinema
start music "creaturefightmain_03" loop forever
set camera position to {-210,430,520}
set camera focus to {3Town}
set fade in time 1.5
wait 2 seconds
say single line "The land is yours, but Kronos knows of your presence. You must continue."
wait 6 seconds
clear dialogue
move camera position to {1611,80,1899} time 13
wait 1 second
say single line "So, now it's time to return to a land you once knew. A land of great change and one you must save. The land that you were summoned to."
wait 7 seconds
move camera position to {VortexPos}+{-20,80,80} time 10
move camera focus to {VortexPos} time 7
clear dialogue
wait 1 second
say single line "When you are ready to leave, click on the gold scroll over the vortex."
wait 6 seconds
set fade red 0 green 0 blue 0 time 3
wait 3 seconds
set camera position to {oTown}+{30,70,60}
set camera focus to {oTown}
wait 1 second
set fade in time 3
wait 3 seconds
end cinema
GoldScroll = create highlight SCRIPT_HIGHLIGHT_INFO_SCRIPT_GOLD name "BW2_TEXT_CREATURE_ACTION_TEXT_2500" remind "BW2_TEXT_CREATURE_ACTION_TEXT_2500" at {VortexPos}+{5,10,0}
wait 2 seconds
wait until GoldScroll right clicked
begin cinema
say single line "Onto Land 3. Good luck and be prepared."
move camera focus to {VortexPos} time 9
move camera position to {VortexPos}+{0,80,0} time 7
wait 6 seconds
move camera position to {VortexPos} time 6
set camera roll 360 time 10
wait 3 seconds
set fade red 0 green 0 blue 0 time 3
wait 3 seconds
stop music with fadetime 3
wait 4 seconds
save my_creature
stop script "Land2872Script"
load map "./Data/Landscape/BW2/Land2873.bwe"
end cinema
end script TakeOverStatus
MyCreature = get player 0 creature
Pos = marker at {EXACT COORDINATES}
save my_creature
wait 3 seconds
delete MyCreature
wait 4 seconds
load my_creature at {Pos}
wait until GoldScroll right clicked
begin loop
wait until bindable action BINDABLE_ACTION_TYPE_ACTION performed
if GoldScroll right clicked or GoldScroll left clicked
Daxter said:I was going to ask you what's would be happening with towns taken, having tribute rewarded for the enemy taking them.
Well it wouldn't matter as long as the Gold scroll is clicked. However I would rather use right clicked because it is associated as the action button and it would seem strange to click the move button on it accidentally, but thanks I'll most likely change that.
Could I get a hold on that new script. It would really help me with ToTC.
begin script TakeOverStatus
techLevel = 0
Cnt = 0
Win = 0
Vis = 0
RunAI = 0
oTown = get town with id 0
start
wait until oTown exists
Cnt = 0
force while Cnt < NUMBER_OF_TOWNS
Town[Cnt] = get town with id Cnt
TownStatus[Cnt] = 0
set town Town[Cnt] desire for TOWN_DESIRE_TO_BREED to 1.0
Cnt++
end while
Cnt = 1
begin loop
wait 1 seconds
Cnt = 1
Win = 1
force while Cnt < NUMBER_OF_TOWNS
if TownStatus[Cnt] == 1 and get Town[Cnt] player != 0
TownStatus[Cnt] = 0
end if
if TownStatus[Cnt] == 0
if get Town[Cnt] player == 0
techLevel = get tech level of town Town[Cnt]
if techLevel == 0
increment tribute by 25000
elsif techLevel == 1
increment tribute by 50000
elsif techLevel == 2
increment tribute by 100000
end if
run background script Fireworks(Town[Cnt],30)
run background script Fireworks(Town[0],30)
TownStatus[Cnt] = 1
else
Win = 0
end if
if RunAI == 0 and town Town[Cnt] is under takeover from player 0
run background script AIStuff
RunAI++
end if
end if
Cnt++
end while
until Win == 1
end loop
begin script Fireworks(nTown,nTime)
Cnt = 0
Vis = 0
Num = 0
start
Cnt = 1
begin loop
Num = number from 1 to 3
if Num == 1
Vis = create visual effect VISUAL_EFFECT_GOLD_SCROLL at {nTown} time 1
elsif Num == 2
Vis = create visual effect VISUAL_EFFECT_SILVER_SCROLL at {nTown} time 1
else
Vis = create visual effect VISUAL_EFFECT_BRONZE_SCROLL at {nTown} time 1
end if
Vis = create visual effect VISUAL_EFFECT_FIREWORK_1 at {nTown} time 10
wait 0.3 seconds
Vis = create visual effect VISUAL_EFFECT_FIREWORK_2 at {nTown} time 10
wait 0.3 seconds
Vis = create visual effect VISUAL_EFFECT_FIREWORK_3 at {nTown} time 10
wait 0.3 seconds
Cnt++
until Cnt == nTime
end loop
end script Fireworks