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Here you can find answered ScriptAPI topics.
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The official Discord channel
Replies: 3
by
Hjarpe » Mon Nov 23, 2020 7:42 pm » in
General
First post
Attention superfighters!
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
Link:
It's like...
Last post
Woah, very nice! So many people have been asking around for this and now it finally exists.
- 3 Replies
- 18062 Views
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Last post by tilt56
Mon Nov 23, 2020 11:42 pm
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Forum rules
by
admin » Sun Feb 28, 2016 2:08 pm » in
General
Posting in any part of the forum will require you to follow these rules.
Breaking any of these rules will get you a warning, which will be recorded, or get your account locked depending on the severity of the post.
1) Do not post any abusive, obscene, vulgar, slanderous, hateful, threatening,...
- 0 Replies
- 30620 Views
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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Can u tell me some things...
Replies: 2
by
Jedi75 » Sun May 08, 2016 3:01 pm
First post
Hello everybody I want to know some things in the SFD map editor: 1) How to set backgrounds as foreground tiles. I know there is some kind of
marker that enables it, but i didnt finded how.
2) Can somebody give me a simple script to shot bullets.
3) I need a script for spawning granades...
Last post
1) Read the tutorial of the map editor. We use invisble block with (i think) targettrigger or something with trigger.
3) Read the tutorial of triggers
- 2 Replies
- 2558 Views
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Last post by Yopa
Mon May 16, 2016 10:31 am
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Cannot destroy grouped objects
Replies: 1
by
the guy thats not good » Mon May 16, 2016 3:38 am
First post
Whenever i spawn a set of grouped objects, i cannot delete them.
i spawn them by setting the grouped objects to Activate on startup: False and have an area trigger spawn it, then i am not able to delete the objects grouped (text) any help on this?
Last post
Well do it. Posted by gurt
If you want to destroy all BlastDoor tiles you spawn you need to give your tiles some ID and create a custom script on your second button.
1: Mark your BlastDoor tile (not the groupmarker!) in the editor and give it some nice Object ID like SpawnedBlastDoors.
2: Mark...
- 1 Replies
- 1956 Views
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Last post by Yopa
Mon May 16, 2016 8:54 am
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Class Picker script?
Replies: 2
by
the guy thats not good » Mon May 09, 2016 12:29 am
First post
I'd like to know if there's a class picker script out there like for battle of the teams where you get to pick your class. Or anything that lets you pick classes.
Last post
Cool! i already found a script though for my map, but thanks! This will probably help some other people who stumble upon this topic.
- 2 Replies
- 2802 Views
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Last post by the guy thats not good
Mon May 09, 2016 2:28 am
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Camera Troubles
Replies: 2
by
the guy thats not good » Sun May 01, 2016 2:54 am
First post
I have a simple question, how do you get the camera to follow your character? I know you can change the camera with the keyboard but i want to know how to disable that feature in the adventure map im making. Does anybody know how?
Last post
thanks Hoang, that's the second time you've helped me, I appreciate the help.
- 2 Replies
- 2569 Views
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Last post by the guy thats not good
Sun May 01, 2016 3:38 am
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Need Help with script
Replies: 3
by
Billy » Tue Apr 26, 2016 5:09 pm
First post
can someone help we with dat code, it should set teamspawns and the projectile spawners should work
// 2 Teams system...
Random Rnd = new Random();
Dictionary Teams = new Dictionary (4);
PlayerTeam[] teams = {PlayerTeam.Team1, PlayerTeam.Team2, PlayerTeam.Team3, PlayerTeam.Team4};
public void...
Last post
It was a pleashure or however you wite it
- 3 Replies
- 3398 Views
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Last post by Billy
Thu Apr 28, 2016 11:11 am
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SpawnProjectile still expecting "type"
Replies: 5
by
TheOriginalCj » Tue Apr 12, 2016 11:40 pm
First post
Written like so:
IObject ratatat = Game.SpawnProjectile(6,LeftNut.GetWorldPosition(), new.Vector2(108));
Column 74 is giving me the Type Expected error (CS1031)
So... Whaddup?
Last post
Shut was a lil' wrong (or he may mistype). Actually, you can use just 6 instead of ProjectileItem.M60 . But the thing that if Gurt changes numerical index of projectiles in future, your script may spawn some other projectile instead of M60 one. So you'd better use Enumerations as ShutDownMan said.
- 5 Replies
- 4617 Views
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Last post by chelog
Thu Apr 28, 2016 1:04 am
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Unable to call an array for IObjectTrigger?
Replies: 8
by
TheOriginalCj » Thu Apr 14, 2016 7:49 am
First post
IObjectTrigger[] Olympus = Game.GetObjectsByCustomId( Sensory );
It's returning the error where it cannot convert implicitly. Either I've written something wrong or there's a serious issue with what I want to do.
Last post
You can also use a slightly more generic approach which can be reused for other types.
Bonus is that only those triggers will be returned even if you name triggers, joints, solid tiles and more with the same ID.
public void OnStartup() {
List triggers = GetTypedObjectsById ( myTriggersId );...
- 8 Replies
- 6046 Views
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Last post by Gurt
Sun Apr 17, 2016 1:40 pm
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Tag the Player who enters an Area.
Replies: 4
by
TheOriginalCj » Tue Apr 12, 2016 6:18 am
First post
In an AreaTrigger, is the Caller the IObject/IPlayer who enters/leaves the AreaTrigger? If so, how would I add a tag to them if I wanted to trigger a certain event to happen to that player at a later time?
Last post
Excellent. It's a bit different from source C where your PC doesn't like you if you do that. Thanks Gurt!
- 4 Replies
- 3666 Views
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Last post by TheOriginalCj
Wed Apr 13, 2016 7:47 pm
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Setting a spesific tile to be assigned to the DestroyTrigger
Replies: 1
by
TheOriginalCj » Fri Apr 08, 2016 4:16 am
First post
So, I have an instance where I'm spawning in objects with the SpawnObjectTrigger and I need to destroy these objects after a given time.
So in this instance I'm using SteamSpawners. The function when started should find all the SteamSpawners and bind them to the DestroyObjects array . When the...
Last post
You will need to do some scripting. After SpawnObjectTrigger spawns an object you want to set a specific CustomID to that object. You can then grab all objects with a specific CustomID and destroy them all.
I don't have time for an in-depth example so check out to get started. At you can see an...
- 1 Replies
- 2157 Views
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Last post by Gurt
Fri Apr 08, 2016 8:49 pm
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Walk/Sprint To Position
Replies: 2
by
Armadyl5 » Wed Apr 06, 2016 9:43 pm
First post
ply.WalkToPosition(pos);
ply.SprintToPosition(pos);
Can This Be Added To The Script API at the Current Time ?
I want This To Add Some Epic Stuff To my Z Mode and my Cod Series .
Last post
Right , I Didn't Want To Wait For That Long , But Thanks For Clearfying .
- 2 Replies
- 2564 Views
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Last post by Armadyl5
Thu Apr 07, 2016 9:47 pm
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Script Request
Replies: 4
by
Donald Trump » Tue Apr 05, 2016 3:57 am
First post
I need somebody to make a script for me.
I want a bot that:
-won't randomly jump off the map trying the reach me
-will use his weapons
-is decent at fighting
(My map and the bot)
My current bot is just the tutorial bot... :?
which means it doesn't understand any none flat terrain and doesn't...
Last post
Thanks for understanding and explaining. Saves me time, energy, sanity and trouble repeating myself over and over. :D
- 4 Replies
- 3783 Views
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Last post by Gurt
Tue Apr 05, 2016 6:58 pm
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