Pocket Plane Group

Miscellany, Inc. => Tutorials => Topic started by: jcompton on July 26, 2004, 10:53:40 PM

Title: Sim's Complete Scripting Guide: rescued!
Post by: jcompton on July 26, 2004, 10:53:40 PM
Let's hear it for Google Cache.

http://www.pocketplane.net/tutorials/simscript.html

Czech translation:

http://addoncz.gamestar.cz/tutorialy/Complete%20Scripting%20Guide.htm
Title: Yahoo!! You Da man!
Post by: Jayson126 on July 29, 2004, 06:43:30 PM
Yahoo!! You Da Man!! :)
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: jester on August 07, 2004, 06:49:09 PM
Why would they have to be rescued or did I miss something?
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: Kismet on August 07, 2004, 06:50:50 PM
They were hosted on Team BG, which is still non-functioning.
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: jester on August 07, 2004, 07:05:57 PM
Gone for good rather, but I forgot. Thankies! To quote WCB. :D
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: Galactygon on September 11, 2004, 04:20:20 PM
Might I add to the tutorial by asking: how to make the game show which script blocks are executed (for testing purposes)? I remember a few modders using that, although it's listed neither here now in the IESDP.

-Galactygon
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: SimDing0™ on September 11, 2004, 04:34:11 PM
Using a load of DisplayStrings is the only way I know of doing it. That's what Japh did for Tutu debugging.
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: Galactygon on September 12, 2004, 09:26:57 AM
That is what I was afraid of. Having to edit hordes of script blocks plus memorizig strings is not  the ideal way.

Hey... we can't have everything. :pirate

-Galactygon
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: jcompton on September 12, 2004, 11:03:18 AM
"Memorizing," nothing. You can have it display whatever string you want, be it

Running Block #15

or

Running That Bit Where The Guy Should Attack Now.
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: Galactygon on September 13, 2004, 05:46:20 PM
*goes on a 'CreateVisualEffectObject()' rampage* :pirate

-Galactygon
Title: Re: Sim's Complete Scripting Guide: rescued!
Post by: Mike1072 on May 05, 2010, 05:42:23 AM
Necroing to report some broken links in the guide:

teambg.com/?page=tools/aidialogue (Infinity Script Editor)
I think this is now hosted here (http://www.teambg.eu/index.php?page=tools&cat=8), though teambg.eu is unavailable as I post this.

dragonlancetc.com/forums/index.php?board=5;action=display;threadid=19 (DLTCEP)
Nowadays the modlist links DLTCEP to its G3 forum (http://forums.gibberlings3.net/index.php?showforum=137).

teambg.net/forum/?board=20;action=display;threadid=5998
This should be a thread describing the bias in choosing the first RESPONSE given multiple RESPONSEs in a script block.  I assume these posts are lost forever.

home.earthlink.net/~cirerrek/ (first, Detectable Spells)
AFAIK, the most up-to-date version of Detectable Spells is included in SCS II and Rogue Rebalancing.  The easiest way to install it individually is probably by using the component in SCS II.

home.earthlink.net/~cirerrek/ (second, Scriptable Spells)
These are now hosted here (http://www.gibberlings3.net/cirerrek/scriptable.php), but it might be helpful to point out that these are corrected by the BG2 Fixpack as well.

There are also two images referenced as "images\flow1.jpg" and "images\flow2.jpg".  The backslashes should be replaced with forward slashes to allow the images to be displayed on Firefox.