Hi Ernesto,
It is still very confusing to me. I get you have to put down a marker somewhere, but then what?
I have never found a tutorial online which explains how markers work. Sure, there are some people that say: Hey look at this, you can add smoke. But that somehow seems worlds and leagues apart from what you have to do here.
I have absolutely no programming background, so I have incredible difficulties trying to understand how everything works. It's a wonder I got some basic SCAR scripts running as it is...
How do you spawn something on a marker? Is that what the script is for? Can I just blatantly copy the script you posted in a SCAR file without any "OnInit" and "end" stuff un there? How do you know which way the emplacement will be facing? Do you name the emplacement itself eg_88 or is that the entitygroup which contains all the PAK43's?
If you could send the map that might be helpfull.
It is really frustrating to see everybody talk in jargon and special programming lingo, and not know what the freaking duck it means
Either way, I appreciate you trying to help out.
Hi Flying Dutchy,
i get my scar Basics in CoH1-Forum, look here:
http://forums.relicnews.com/showthread.php?211948-How-To-Some-Basic-Scar-for-Mappers&highlight=SCAR+Commands
Ok, may be my very broken english is the reason why all is so confusing to you ;o)
I try to explain in Steps:
-start Worldbulider
-load an existing map, oder create a new one.
- select Marker-Icon in WB ( in the upper border of the WB-Window you will find a little red Flag-Symbol)
- klick on Marker Name "Alley Spawn", will place you a Marker to your map. (1st marker is named "mkr_1", you can change the name, if you like. Place a 2nd marker, "mkr_2")
-open an Editor ( notepadd ++ ) and copy the following lines:
import("ScarUtil.scar")
function OnInit()
eg_vehicles=EGroup_CreateIfNotFound("eg_vehicles")
eg_vehicles=Util_CreateEntities(nil,"eg_vehicles",EBP.GERMAN.PAK43_88MM_AT_GUN_MP, Util_GetPosition(mkr_1), 1)
eg_vehicles=Util_CreateEntities(nil,"eg_vehicles",EBP.GERMAN.PAK43_88MM_AT_GUN_MP, Util_GetPosition(mkr_2), 1)
Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles, CRIT.VEHICLE_ABANDON,0)
end
Scar_AddInit(OnInit)
-save the scar-Scipt with the same name like your map name such as "testmap.scar" in same Folder like your map is located.
-Now save your map in WB and after it select "Export package" (WB : file->Export package)
Result: When you start Coh2 and select your map "Testmap" the script will spawn you two EBP.GERMAN.PAK43_88MM_AT_GUN_MP, at the marker positions "mkr_1" and "mkr_2", without a selected facing Position, but this can also be done with the function we use to spwan the entitiy.
The name of the Entity Groups you take is your decision, in this example i take "eg_vehicles".
Helpful is to name Entity Groups starting with "eg" and Squad Gropus with "sg", it is easyer to find, if your scar script will have a lot of lines.
I send you my testmap, as a link ( when i am back from work ;o),so you can find out how markers and scar script works.
never give up greetings
-ernst-