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old Playing Custom Maps

Obsequity
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I'm a big fan of the Stranded II game, and love to create elaborate maps but for the life of me I cannot figure out how to play them! I would appreciate it if someone could tell me how to play a custom map, and also where to put downloaded custom maps for them to appear in the game.

And yes I'm a noob at this but a very quick learner. If anyone has any resources they can share with me on creating custom maps for this game, I would truly appreciate it.

Thanks for your time!
edited 1×, last 21.01.12 08:17:47 am

old Re: Playing Custom Maps

Hurri04
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put the maps into the maps folder, then (ingame) select single island or so and select the map.

old Re: Playing Custom Maps

DC
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the maps folder (which is not that easy to find): <your SII folder>/mods/Stranded II/maps

old Re: Playing Custom Maps

Obsequity
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Thank you, I truly appreciate your answers! At first, I thought no one used this site anymore and I was S.O.L.! I know the game is old but I like the freedom of customization it offers. =D

I hate being a bother but could you also tell me how to get the characters to walk or stand still??

I know it involves scripts and I've messed with it a little so far with the buildings file.. I've made it to where when you build a tent all buildings are available to build.. and all buildings require less material so I don't have to click so much to build things. Beyond that, I'm lost. I've tried reading up on scripts on the stranded 2 site but it's confusing and anything but straight forward! =o

I'm determined to figure this out and possibly look into how to make objects for the game myself.. it may be over my head, though. ^-^
edited 1×, last 22.01.12 08:28:12 am

old Re: Playing Custom Maps

Corvallis5
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user Obsequity has written
Thank you, I truly appreciate your answers! At first, I thought no one used this site anymore and I was S.O.L.! I know the game is old but I like the freedom of customization it offers. =D

I hate being a bother but could you also tell me how to get the characters to walk or stand still??

I know it involves scripts and I've messed with it a little so far with the buildings file.. I've made it to where when you build a tent all buildings are available to build.. and all buildings require less material so I don't have to click so much to build things. Beyond that, I'm lost. I've tried reading up on scripts on the stranded 2 site but it's confusing and anything but straight forward! =o

I'm determined to figure this out and possibly look into how to make objects for the game myself.. it may be over my head, though. ^-^


downlaoded objects (and items and units) go in the 'sys' folder first you must get the code for the object, and you
would put that in the object_(any of them).inf then in the code there is a path for the Icon and the model of the object those must go to, you must put the icon and the model in that place. If you want a more detailed tutorial just PM me

old Re: Playing Custom Maps

Obsequity
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Let me specify a little.. I want to make a custom island with a tribe of natives. I'm trying to give them a specific path to walk or get them to stand completely still.

I've looked at scripts in the sys folder and I can make sense of most of them, save for the light cycle which I don't understand at all. But I can't find an example of a script I'm looking for.

I know you script it in the game to the selected object, does anyone have an example they could give me to script characters walking paths and stand still? I'm sure I could understand it after enough studying!

old Re: Playing Custom Maps

Hurri04
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have a look at the script of the native who walks around on the adventure map with the tribe and the hemp grandpa and so on.

also you can use s2 cmd ai_stay to make a unit stand still.

old Re: Playing Custom Maps

Obsequity
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How do I access that script on that island? Can you be specific?

I went to C:\Stranded II\mods\Stranded II\maps\adventure
There was no place for scripts.. I am looking in the wrong place, I'm sure!

And your link would be helpful, if I knew the German language. D=

old Re: Playing Custom Maps

Hurri04
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no, the script is saved within the map in this case.

run the game, go into the editor, open the map and select "units", then you can click on the native who walks around. a box will open and there's a script box at the bottom part inside of it. also there's a button to expand the script box in case you cant see all the scripting lines.

about the link: sorry, didnt notice. there are quite some commands which havent been translated into english.
user Mc Leaf opened a thread a few weeks ago where he suggested to translate the missing commands but nothing much happened yet.
however, you can use google translator, it works pretty well in most cases:
http://translate.google.de/translate?hl=de&sl=de&tl=en&u=http%3A%2F%2Fstranded.unrealsoftware.de%2Fs2_commands.php%3Fcmd%3Dai_stay%23cmd

old Re: Playing Custom Maps

Corvallis5
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I suggest taking a good look at the adventure mode scrips, just open editor, hit load and then find the path to the maps (in the maps/adventure folder). The ai_stay works like this

1
2
3
on:load {
ai_stay "self",1;
}

old Re: Playing Custom Maps

Obsequity
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I didn't know you could access the game maps without a password, I guess I never tried. I see that flags are attached to the natives that move and set in a path that tells them where to go but how do you attach the flag to the native?

I've tried taking a colored flag from "Infos" and clicking on the native but nothing happens. I apologize if I am being impossible. I'm sure I'd eventually figure it out on my own.

Corvallis5, thank you for that script it is most useful. Is there one you can show me for setting a path or can that be done using colored flags? If so, how?

And Hurri04, no worries. I did translate it, but I find it easier to understand with a script in front of me to look at. I can usually figure out what they mean.

old Re: Playing Custom Maps

Corvallis5
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user Obsequity has written
Corvallis5, thank you for that script it is most useful. Is there one you can show me for setting a path or can that be done using colored flags? If so, how?


in the second to last map of adveture mode there is a trader person who walks from the village to the hemp guy look at that

old Re: Playing Custom Maps

Obsequity
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Okay. I'll get into specifics.
Adventure map 5 where there is a village of natives and a hemp farmer, the native's path code appears to be this:
on:start {
     unitpath 152,38;
}

I understand the flag in front of him is number 38, which I assume is his start point, but there is no flag number 152. There is only 150.

The hemp farmer's path appears to be this:
on:start {
     unitpath 100,2;
     $hempstate=0;
}

I understand he starts at flag 2, but there is no blue flag that is numbered 100.

What I gather from this is that the second number in the script after unitpath is where your objects begin their journey, but I am not certain about the first number in the script. Is that where they stop and turn around? I'm confused.

old Re: Playing Custom Maps

Hurri04
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when looking at the script in the native's script box, click the "script" button the the right of the script box and you'll see that you missed quite a lot of code there.

old Editing Adventure Maps

PF
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Hi guys,
I hope it's OK to post here instead of making a new thread...
I've started to use the Editor for 2 weeks now, and been trying to modify the original Adventure maps.
Right now I got 2 problems:
1. I flatten some terrain, then bring down the objects on them using the 'Set object on terrain' button. I tested the map and everything looks right as edited. But when I use the map (playing the adventure game), only the terrain are flatten, the objects are hanging up as if the terrain had never been changed. I quit the game, open the map in editor and found that the objects are flying above the ground, not right as I saved it. I put them back down, save the map, played it again, but the problems is still there.
2. After finishing an edited Adventure map, the next (also edited) map played with unlocked buildings went locked again. Skills points and items in the rucksack are as carried from previous map. If I change the next map back to the original, everything went back normal. I tried to look in map scripts and settings, but I found no clues about the building locks.

Can someone help me ?
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