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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 12-07-2004, 08:21 PM   #1 (permalink)
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Default begin/end script

Code:
     BeginScript
        Prev = CurDrawablePrevAnimationState()
        if Prev == "TurningLeft" then CurDrawableSetTransitionAnimState("TRANS_Left_To_Stand") end
        if Prev == "TurningRight" then CurDrawableSetTransitionAnimState("TRANS_Right_To_Stand") end
        if Prev == "JUST_BUILT" then CurDrawableSetTransitionAnimState("TRANS_FROM_JUST_BUILT") end
      EndScript
That is taken from the trebuchet's art code, I was wondering...can we use the begin/end script part inside of other modules?
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Old 12-07-2004, 08:48 PM   #2 (permalink)
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wow, the C/Basic almalgam code (syntax wise I mean) in there looks pretty cool. I wonder what you can do with it.
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Old 12-07-2004, 11:38 PM   #3 (permalink)
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its worth playing around with I think
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Old 12-08-2004, 08:49 AM   #4 (permalink)
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I'll say, hopefully it can be used in a variety of different places to allow us to do a host of tricky different things - such as HUGE amounts of special switching and/or twiddly bits we couldn't really achieve in Generals (like transforming / nicely deploying objects for example?)
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Old 12-08-2004, 11:43 AM   #5 (permalink)
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I see where this is a going.. gonna need a course in c++ soon just to mod games! Oh well...
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Old 12-08-2004, 12:36 PM   #6 (permalink)
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Heh, you need to know how to really program for modding most games nowadays. :P Gen/B4ME is one of the few exceptions.
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Old 12-09-2004, 04:28 AM   #7 (permalink)
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Yes, I got a headcahe trying to kill a CS:S player from a server plugin
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