#0100
<KEY<MSG<TURDo you want to deactivate
the forcefield?<YNJ0101
<MSGAttempting to deactivate
the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD
<MSG<TURDeactivation failed.<NOD
<TURTry again?<YNJ0101
<MSGAttempting to deactivate
the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD
<MSG<TURDeactivation failed.<NOD
Try again?<YNJ0101
<MSG<TURMemory overloaded.
Forcefield deactivated.<NOD
<QUA0020<CNP0013:0000:0001<CLR
#0101
<KEY<MSG<TURGoodbye.<NOD<CLR<END
DragonBoots said:Your script is broken because all numbers in commands have to be a 4-digit value. It should be:
Also, the first value of <CNP is the ID of the entity, not it's type.Code:#0100 <KEY<MSG<TURDo you want to deactivate the forcefield?<YNJ0101 <MSGAttempting to deactivate the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD <MSG<TURDeactivation failed.<NOD <TURTry again?<YNJ0101 <MSGAttempting to deactivate the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD <MSG<TURDeactivation failed.<NOD Try again?<YNJ0101 <MSG<TURMemory overloaded. Forcefield deactivated.<NOD <QUA0020<CNP0013:0000:0001<CLR #0101 <KEY<MSG<TURGoodbye.<NOD<CLR<END
The entity needs to be tagged (like the terminal) with a value, say 109.
The ID is then called in the script, ie. <CNP0109:0000:0001
DragonBoots said:Sure.
To delete an entity, just add a <DNPXXXX
To keep is diappeared, add a <FL+XXXX
The Xs in <DNP are the entity you wish to disappear.
The Xs in <FL+ are a flag. When you choose the entity flags and such, add a flag ID that is the same as the one used for <FL+, and select "Invisible if FlagID is set" option. This way, after the <FL+ sets the flag, the entity will remain hidden when the map refreshes.
You can also use <CNPXXXX:0000:0000, where again X is the entity ID.
Use this if you plan to make the entity re-appear.
And regarding an <END, it isn't required if you jump to another section before the script ends.
As in:
#0100
<KEY<MSG
Hi!<NOD<CLO
<EVE0101
#0101
<MS2
lulz<NOD<CLO<END
Is correct.