Post your pics of mods in beta, or pictures that do not have a mod associated with them.
StalkingGrunt911
Posts: 3618 Joined: Wed May 24, 2006 12:30 pm
Location: Florida!
Contact:
Post
by StalkingGrunt911 » Tue Sep 12, 2006 7:28 pm
GametagAeonFlux wrote: Wow, this looks pretty useful, nice job.
Yeah it does.
Supa1337
Posts: 180 Joined: Mon Jul 03, 2006 7:14 pm
Location: Federal Way, Washington
Contact:
Post
by Supa1337 » Tue Sep 12, 2006 8:03 pm
cool
jzimmer09
Posts: 584 Joined: Sat Jan 21, 2006 2:48 pm
Location: Making MODZ
Contact:
Post
by jzimmer09 » Tue Sep 12, 2006 8:26 pm
interesting....
uralllame wrote: *looks at blankly for a while*. So, what does that mean, and how do I fix it? Thanks
neodos
Readers Club
Posts: 1394 Joined: Thu Aug 12, 2004 11:57 am
Post
by neodos » Tue Sep 12, 2006 8:40 pm
i think it will be really useful.
Boney526
Posts: 356 Joined: Sat Dec 10, 2005 12:04 pm
Post
by Boney526 » Wed Sep 13, 2006 11:00 am
Yeah I barely know anything about scriping... but I could probably do something with this.
jordanimal
Posts: 678 Joined: Wed Nov 16, 2005 1:41 pm
Location: Houston, Texas
Contact:
Post
by jordanimal » Wed Sep 13, 2006 12:11 pm
This tool will make me want to learn scripting!
-DeToX-
Posts: 4589 Joined: Sun Jun 18, 2006 3:58 pm
Location: ...
Post
by -DeToX- » Wed Sep 13, 2006 12:17 pm
Maybe add a button that generates things such as...
"Begin" or "Continuous" or "Startup" or "Script" etc..
FFIIMan
Posts: 180 Joined: Sat Jul 29, 2006 3:02 pm
Contact:
Post
by FFIIMan » Wed Sep 13, 2006 12:31 pm
yeah i was thinking about that
Patrickssj6
Posts: 5426 Joined: Sat Jul 24, 2004 12:12 pm
Location: I'm a Paranoid
Contact:
Post
by Patrickssj6 » Wed Sep 13, 2006 12:35 pm
Me and SMASH wanted to do one but we heard rumors that someone is doing one with debugger.Does yours have one?
...left for good
FFIIMan
Posts: 180 Joined: Sat Jul 29, 2006 3:02 pm
Contact:
Post
by FFIIMan » Wed Sep 13, 2006 12:59 pm
it would be really hard to make a debugger until someone knows what every script does and how to use them precisely correct, wich no or few ppl do, but the app im making gives u help in quotes about what to add next, also it tells u if there are any quotes in the text box. I want to get a compiler in the app but i dobt that will happen, who knows.
Unless your good with VB and dll's then just contact me.
Offspring
Posts: 407 Joined: Sun Mar 20, 2005 3:44 pm
Post
by Offspring » Wed Sep 13, 2006 1:22 pm
nice this application will really help out the scripting bigginers...
DoorM4n
Readers Club
Posts: 2530 Joined: Mon Aug 15, 2005 2:48 pm
Location: Smurf Village Team: Team DeFiance
Post
by DoorM4n » Wed Sep 13, 2006 1:43 pm
Sounds useful!
The maximum signature size is 500x120px at 75kb.
Shalted
Posts: 565 Joined: Wed Nov 17, 2004 8:41 am
Location: Vancouver, BC This is where people put their modding team because they feel important.
Contact:
Post
by Shalted » Wed Sep 13, 2006 3:10 pm
Scripting is so two months ago.
Awaiting connection...
slayer410
Posts: 738 Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas
Post
by slayer410 » Wed Sep 13, 2006 3:16 pm
If memory serves me right... "script objects" is only needed to reference tags and reflexives not found within the scnr. Just an FYI.
And Shalted... grrr!!
ds8
Posts: 305 Joined: Sun Oct 16, 2005 6:48 pm
Location: I don't know yet.
Contact:
Post
by ds8 » Wed Sep 13, 2006 3:33 pm
this looks really usefull, i could use something like this, i dont know how to script yet so i hope this helps me
FFIIMan
Posts: 180 Joined: Sat Jul 29, 2006 3:02 pm
Contact:
Post
by FFIIMan » Wed Sep 13, 2006 4:51 pm
slayer410 wrote: If memory serves me right... "script objects" is only needed to reference tags and reflexives not found within the scnr. Just an FYI.
And Shalted... grrr!!
They would have to be held in the scnr tag because it links objects in the scnr tag to scripts in the scnr tag, like [machs] and [bloc].
also i dont no if the scripts will work seeing as how shalted's script injector has
MANY flaws.
Tural
Posts: 15628 Joined: Thu Jun 16, 2005 3:44 pm
Location: Lincoln, NE
Contact:
Post
by Tural » Wed Sep 13, 2006 4:59 pm
FFIIMan wrote: also i dont no if the scripts will work seeing as how shalted's script injector has MANY flaws.
FFIIMan
Posts: 180 Joined: Sat Jul 29, 2006 3:02 pm
Contact:
Post
by FFIIMan » Wed Sep 13, 2006 5:06 pm
Tural wrote:
Anyways, this looks almost exactly like the Script Decompiler.
Its not though because this helps you write scripts, the decompiler decompiled already conpiled scripts that were pre made. Tung twister.