Author Topic: Internal commands  (Read 308215 times)

ToasterApocalypse

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Re: Internal commands
« Reply #165 on: August 20, 2012, 07:14:58 pm »
On topic:

I'm thinking about making an internal scripting tutorial! Anyone interested in learning how to use internal scripting?

I already know how, but learning tilecol can actually 'improve' polar dimensions

tilecol(x) - doesn't exists

DARN IT

Dav999

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Re: Internal commands
« Reply #166 on: August 20, 2012, 07:32:30 pm »
On topic:

I'm thinking about making an internal scripting tutorial! Anyone interested in learning how to use internal scripting?

I already know how, but learning tilecol can actually 'improve' polar dimensions

tilecol(x) - doesn't exists

DARN IT

Search the forum for tilecol, I found something about a tilecol for each room apart, and that tilecol=6 is the gray tileset from the intermission or something. Or did you want the colour to change every few seconds? Well... Let me think...

ToasterApocalypse

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Re: Internal commands
« Reply #167 on: August 20, 2012, 08:34:05 pm »
On topic:

I'm thinking about making an internal scripting tutorial! Anyone interested in learning how to use internal scripting?

I already know how, but learning tilecol can actually 'improve' polar dimensions

tilecol(x) - doesn't exists

DARN IT

Search the forum for tilecol, I found something about a tilecol for each room apart, and that tilecol=6 is the gray tileset from the intermission or something. Or did you want the colour to change every few seconds? Well... Let me think...

I wanted the gray background otherwise all polar dimension backgrounds of mine are...

BLUE.

Dav999

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Re: Internal commands
« Reply #168 on: August 20, 2012, 08:48:49 pm »
It would not be convenient to change the colour of a room with an internal command, as you first have to wait for the cutscene bars. And can't you use direct mode for this?

Or did you just quote something?

FIQ

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Re: Internal commands
« Reply #169 on: August 20, 2012, 11:41:54 pm »
It would not be convenient to change the colour of a room with an internal command, as you first have to wait for the cutscene bars. And can't you use direct mode for this?

Or did you just quote something?
Toaster refused to modify the .vvvvvv file manually when I told him how, and just sticked with the tilecol that the level editor offers. Which leads to 3 missing features:

polar dimension color+warp background (tileset="4", tilecol="6")
color-changing lab background (tileset="3", tilecol="6").
changing platform speed

Please note that it's possible that I've mixed the numbers @ tileset up - 4 is supposed to be warp zone, 3 is lab. Don't remember if numbers start with 0 or 1 here, and I can't check atm.

ToasterApocalypse

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Re: Internal commands
« Reply #170 on: August 25, 2012, 11:35:18 am »
Ok. well lets discuss musicfadein()

How do we use that? Do we do:
Code: [Select]
`play(X)musicfadein()`
or...

Code: [Select]
`musicfadein(X)`

FIQ

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Re: Internal commands
« Reply #171 on: August 25, 2012, 06:13:41 pm »
Ok. well lets discuss musicfadein()

How do we use that? Do we do:
Code: [Select]
`play(X)musicfadein()`
or...

Code: [Select]
`musicfadein(X)`
Not sure. The only instance it's used is in Vitellary's "I found a trinket!" scene after finding a trinket (Victoria's foundtrinket scene use "runtrinketscript" instead). Does anyone know if the music works properly there? Because when trying to replicate that script part, it fails and doesn't resume any music. Maybe it only works in the main game?

EDIT: Also, musicfadein() doesn't take any parameter, it's "musicfadein" (or "musicfadein()" if you prefer that)

Dav999

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Re: Internal commands
« Reply #172 on: August 25, 2012, 07:48:07 pm »
Not sure. The only instance it's used is in Vitellary's "I found a trinket!" scene after finding a trinket (Victoria's foundtrinket scene use "runtrinketscript" instead). Does anyone know if the music works properly there? Because when trying to replicate that script part, it fails and doesn't resume any music. Maybe it only works in the main game?

I tested it, and the music starts at the beginning. Even if you used the jukebox to change to song, it will always change back to Passion For Exploring. Maybe it is used to circumvent the bug in which the music doesn't resume if it was playing earlier?

Hilbert

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Re: Internal commands
« Reply #173 on: August 30, 2012, 02:40:59 pm »
I'd like an IS tutorial.

Bearboy

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Re: Internal commands
« Reply #174 on: August 30, 2012, 03:05:07 pm »
I'd like an IS tutorial.
Who knows? They might be making one right this minute.

But it would freaking kill your brain.

Just the concepts of FLAGS confused me.

Dav999

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Re: Internal commands
« Reply #175 on: August 30, 2012, 03:46:41 pm »
I'd like an IS tutorial.
Who knows? They might be making one right this minute.

But it would freaking kill your brain.

Actually, I'm working on it, and I'm making a category select screen, in which you can choose from different categories: coloured text, crewmates, sound and effects, the map and rooms teleporting, flags and trinkets, miscellaneous, 2.1-only commands, and the most important one: how to make this work. Because why would we be talking about internal scripting if you couldn't use it in custom levels? I will even make trophies for each completed category.

Just the concepts of FLAGS confused me.

That's not so hard! You can turn it on and off, and check if it's on or off! What's hard about that?
« Last Edit: August 30, 2012, 07:54:30 pm by Dav999 »

Bearboy

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Re: Internal commands
« Reply #176 on: August 30, 2012, 04:34:21 pm »
That's not so hard! You can turn it on and off, and check if it's on or off! What's hard about that?

That was when i was beginning making levels.

blue626

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Re: Internal commands
« Reply #177 on: August 30, 2012, 09:16:19 pm »
I'd like an IS tutorial.
Who knows? They might be making one right this minute.

But it would freaking kill your brain.

Actually, I'm working on it, and I'm making a category select screen, in which you can choose from different categories: coloured text, crewmates, sound and effects, the map and rooms teleporting, flags and trinkets, miscellaneous, 2.1-only commands, and the most important one: how to make this work. Because why would we be talking about internal scripting if you couldn't use it in custom levels? I will even make trophies for each completed category.

Do you mean you making a tutorial level like PJ did? It's a good idea to put the "How to use Internal scripting" part first, then put the category selection (or make it so the others are unlocked only after completing that part). Which commands can only be used in 2.1.beta? I only saw costumposition(x). How can you make trophies? Are the trophies going to be trinkets?
EDIT: I read this thread again, and I discovered that changecostummood(colour,0/1) is usable only in 2.1.beta. too. END EDIT.

Just the concepts of FLAGS confused me.

That's not so hard! You can turn it on and off, and check if it's on or off! What's hard about that?

You can't check directly if it's off. Though, you can check that indirectly with various if flag commands...

I'd like an IS tutorial.

Do you mean IS=Internal Scripting? Some people might not know that's an abbreviation. Use Int. scr. or something.
« Last Edit: August 30, 2012, 10:42:03 pm by blue626 »

ToasterApocalypse

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Re: Internal commands
« Reply #178 on: September 02, 2012, 03:21:29 pm »
Ok. Now lets discuss.... erm...

Position(X,X)?

As in how do I use that?

Bearboy

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Re: Internal commands
« Reply #179 on: September 02, 2012, 03:36:50 pm »
I'm distracted by how many pages of posts there are.

And the fact that its just 3-6 people