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Author Topic: Internal commands  (Read 31549 times)

Dav999Topic starter

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Internal commands
« on: May 7, 2013, 05:19:03 AM »
Commands in black are safe enough to use which, at most, can crash the game when you use them incorrectly. (Save the level before you test it and nothing can go wrong if you only use these commands.)
Commands in blue are not optimal for use in custom levels, because they only work in the real game.
Commands in orange are a bit dangerous to use and may corrupt your save data if you don't use them correctly.
Commands in red shouldn't be used at all, because these will corrupt your save data.
If I don't know what a command does, I have not coloured it, so that may happen if I know what it does.

squeak(colour) - makes a crewmate squeak (or makes a terminal sound)
text(colour,x,y,lines) - creates a text box (which doesn't appear until you use speak_active or speak)
position(center/centerx/centery/colour,above/colour,below) - overrides the x,y of the text command (sets the position of the text box)
endtext - makes a text box disappear (fade out)
endtextfast - makes a text box disappear immediately (without fading out)
speak - shows a text box, without removing old text boxes. Also pauses the script until you press action (unless there's a backgroundtext command above it, see below)
speak_active - shows a text box, and removes any old text box. Also pauses the script until you press action (unless there's a backgroundtext command above it, see below)
backgroundtext - if you put this command on the line above speak or speak_active, the game will not wait until you press action after creating the text box. This can be used to create multiple text boxes at the same time, like this:
Code: [Select]
squeak(player)
text(gray,0,0,1)
This is text box one.
backgroundtext
speak_active
text(gray,0,50,1)
This is text box two!
backgroundtext
speak
text(gray,0,100,1)
They will appear all at once!
speak
endtext
Normally, a text box in internal scripting looks like this:
Code: [Select]
squeak(color)
text(color,x,y,lines)
[The text]
position(x[,x])
speak_active
After the last text box, or before a delay after a text box, use 'endtext', to make the text box disappear. You don't have to do this in between text boxes.
changeplayercolour(colour) - changes the colour of :viridian:
changecolour(colour a,colour b) - changes the colour of the crewmate with colour a into colour b (note: this only works with crewmates who have been created using the createcrewman command)
alarmon - turns the alarm on
alarmoff - turns the alarm off
cutscene() - makes cutscene bars appear
endcutscene() - makes cutscene bars disappear
untilbars() - wait until cutscene()/endcutscene() is completed
customifflag(n,script) - same as ifflag(n,script) in simplified scripting
ifflag(n,script) - same as ifflag(n,script) in simplified scripting, but loads an internal script
loadscript(script) - load an internal script
iftrinkets(n,script) - same as iftrinkets(n,script) in simplfied scripting, but loads an internal script
iftrinketsless(n,script) - same as iftrinketsless(n,script) in simplfied scripting, but loads an internal script
   blue because: these four commands can only load scripts from the real game, and there are equivalents which load custom scripts instead of built-in scripts

customiftrinkets(n,script) - same as iftrinkets(n,script) in simplfied scripting
customiftrinketsless(n,script) - same as iftrinketsless(n,script) in simplfied scripting
createcrewman(x,y,colour,mood,direction) - creates a crewmate (not rescuable)
createentity(x,y,n,meta,meta) - creates an entity, I have a list of them, so if you want, I can post it here
   orange because: it is possible to create a teleporter with this command, which destroys your save data if you touch it

vvvvvvman() - you know what it does
undovvvvvvman() - back to normal
hideplayer() - makes :viridian: invisible
showplayer() - makes :viridian: visible
gamestate(x) - changes the gamestate (there is a list of gamestates in this topic)
   orange because: some gamestates destroy your save file, and it can really glitch the game if you don't use it correctly

gamemode(x) - gamemode(teleporter) to show the map, gamemode(game) to hide it
   blue because: It shows teleporters of the main game

blackout() - should make the screen black, but freezes the screen
blackon() - unfreezes the screen
   blue because: these two commands should make the screen black, but that only works in the real game for some reason. If you want to make the screen black, use fadeout() and fadein()

fadeout() - fades the screen to black
fadein() - fades back
untilfade() - wait until fadeout()/fadein() is completed
gotoroom(x,y) - teleport (without any effects) to room x+1,y+1
gotoposition(x,y,z) - teleport (without any effects) to position x,y in this room, and z is whether you are flipped or not, 1 for flipped, 0 for normal (you can also use gotoposition(x,y), then you will have normal gravity by default)
flash(x) - makes the screen white, you can change the time how long the screen should stay white (just flash won't work, you have to use flash(5) in combination with playef(9) and shake(20) if you want a normal flash)
play(x) - play a song, but the song numbers are different:
Code: [Select]
0 - Path Complete
1 - Pushing Onwards
2 - Positive Force
3 - Potential For Anything
4 - Passion For Exploring
5 - Pause
6 - Presenting VVVVVV
7 - Plenary
8 - Predestined Fate
9 - ecroF evitisoP
10 - Popular Potpurri
11 - Pipe Dream
12 - Pressure Cooker
13 - Paced Energy
14 - Piercing The Sky
jukebox(x) - makes a jukebox terminal white and turns off the color of all the other terminals (in custom levels, it just seems to turn off the white color of all activated terminals).
musicfadeout() - fades the music out
musicfadein() - opposite of musicfadeout() (doesn't seem to work)
stopmusic() - stops the music at once
resumemusic() - opposite of stopmusic() (doesn't seem to work)
playef(x,n) - play a sound effect (I have a list) I don't know what the n does, but just use playef(x) without the second argument until I found out what it does
changemood(colour,mood) - changes the mood of a crewmate (0 for happy, 1 for sad, only works for crewmates created with createcrewman)
everybodysad() - makes everybody sad (only for crewmates created with createcrewman + :viridian:)
changetile(colour,tile) - changes the tile of a crewmate (you can change it to any sprite in sprites.png, and it only works for crewmates created with createcrewman)
face(a,b) - makes the face of crewmate a point to crewmate b (only works with crewmates created with createcrewman)
companion(x) - I don't know exactly how this works
   blue because: I have read it only works on :vermillion:

changeai(crewmate,followplayer/followpurple/followyellow/followred/followgreen/followblue/faceplayer/followposition,x/panic/faceleft/faceright) - can change the face direction of a crewmate or the walking behaviour
changedir(colour,direction) - just like changeai(colour,faceleft/faceright), this changes face direction, 0 is left, 1 is right
walk(left/right,x) - makes :viridian: walk
flipgravity(colour) - flips the gravity of a certain crewmate (it won't always work on yourself)
changegravity - haven't tested it
flipme - makes :viridian: flip/go to the ceiling (?) Doesn't have anything to do with flipping Viridian It has something to do with text boxes in flip mode.
tofloor - makes :viridian: go to the floor. This has always worked for me, actually.
flip - make :viridian: flip either way, this always works.
foundtrinket(x) - makes a trinket found
runtrinketscript - Play Passion For Exploring?
   blue because: you can just use play(4) to play Passion For Exploring, and I guess this will do something different when used in the real game.

altstates(x) - changes the layout of some rooms, like the trinket room in the ship before and after the explosion, and the secret lab entrance
   blue because: custom levels don't support altstates at all.

createlastrescued(x,y) - creates the last rescued crewmate at position x,y (?)
rescued(colour) - makes someone rescued
missing(colour) - makes someone missing
   blue because: I think these only work for crewmates in the real game

finalmode(x,y) - final level (46,54)
   blue because: why would you want to use the final level in custom levels?

setcheckpoint() - sets the checkpoint to the current location
textboxactive - no idea what this does.
ifexplored(x,y,script) - if x+1,y+1 is explored, go to script
   blue because: I guess it loads an internal script, but I think you can use ifexplored(x,y,stop) and customiftrinkets(0,customscript) to go to a script if an area has not been explored yet

iflast(crewmate,script) - if crewmate x was rescued last, go to script (it uses numbers here: 2: :vitellary: 3: :vermillion: 4: :verdigris: 5 :victoria: (I don't know the number for :viridian: and :violet:)
   blue because: I think these only work for crewmates in the real game

ifskip(x) - if you skip the cutscenes in No Death Mode, go to script x
   blue because: you can't skip cutscenes in custom levels

ifcrewlost(a,b) - if crewmate a is lost, go to script b
   blue because: I think these only work for crewmates in the real game, and if it does work, it probably loads an internal script

showcoordinates(x,y) - show coordinates x,y on the map
hidecoordinates(x,y) - hide coordinates x,y on the map
   -NOTE: This works for the map for custom levels in 2.1
showship - show the ship on the map?
hideship - hide the ship on the map?
   blue because: I guess that if you have made the ship at the exact same location as in the real game, that you can make the ship purple, but otherwise: no.

showsecretlab - show the secret lab on the map?
hidesecretlab - hide the secret lab on the map?
   blue because: again, only if you have made the secret lab at the exact same location as in the real game, this command makes sense.

showteleporters() - show the teleporters on the map (I guess it only shows the teleporter in Space Station 1)
hideteleporters() - hide the teleporters on the map
showtargets() - show the targets on the map (unknown teleporters which show up as ?s)
hidetargets() - hide the targets on the map
showtrinkets() - show the trinkets on the map?
hidetrinkets() - hide the trinkets on the map?
   blue because: There is no way you have all teleporters or trinkets at the same location as in the real game, but maybe hidetrinkets can be used to hide all trinkets from the map, if the map in 2.1 shows trinkets (I have no idea what a 2.1 map looks like)

hascontrol() - makes the player have control, however doesn't work in the middle of scripts
nocontrol() - the opposite of hascontrol()
specialline(x) - special dialogs, with text(colour,0,0,0) before it?
   blue because: I have never seen any of the lines below these commands (they're talking about lollipops ???) and I don't know when you see them

destroy(gravitylines) - same behaviour as simplified command
destroy(warptokens) - same behaviour as simplified command
destroy(platforms) - same (glitchy) behaviour as simplified command
delay(x) - same behaviour as simplified command
flag(x,on/off) - same behaviour as simplified command
telesave() - saves your game (in the regular teleporter save, so don't use it!)
   red because: this is one of the two commands in this list which you really shouldn't use, to make a long story short: it destroys your teleporter save, regardless of how you use it.

befadein() - instantly fade in from fadeout()
createactivityzone(colour) - creates a zone where you are standing which says "Press ACTION to talk to (Crewmate)"
   blue because: you can't control what happens if you press enter

createrescuedcrew() - creates all rescued crewmates
   blue because: crewmates rescued with rescued(colour), so you have to put that command in a script box after you rescue a certain crewmate to make this work.

trinketyellowcontrol() - diolog of :vitellary: when he gives you a trinket in the real game
trinketbluecontrol() - dialog of :victoria: when she gives you a trinket in the real game
   blue because: I don't think there is a purpose for using this in a custom level

rollcredits() - makes the credits roll.
   red because: It destroys your save after the credits are completed!

teleportscript(levelonecomplete) - used to set a script which is run when you use a teleporter (in this case levelonecomplete)
   blue because: It loads an internal script, and you can't really use teleporters, and if you make them with createentity(x,y,14,0,0), you'll have to touch the teleporter which corrupts your save data

clearteleportscript() - clears the teleporter script set with teleporterscript(x)
   blue because: It is useless without teleportscript(x) and this command isn't even used in the game itself!

moveplayer(x,y) - moves the player x pixels to the right and y pixels down (and of course you can also use negative numbers to make him move up or to the left)
do(n) - unused command, starts a loop block which will repeat n times
loop - put this at the end of the loop block
Quote from: Example
cutscene()
untilbars()
squeak(terminal)
text(gray,0,0,1)
You will hear 3 coin sounds in a row.
position(center)
speak_active
endtext
do(3)
playef(4)
delay(20)
loop

squeak(terminal)
text(gray,0,0,1)
The loop has ended.
position(center)
speak_active
endtext
endcutscene()
untilbars()
leavesecretlab() - turn off "secret lab mode"
   blue because: the secret lab is not accessible in custom levels.


Some commands I'm not sure about if they exist or not:

ifwarp(x)

Some new ones which I will test:
resumemusic()
musicfadein()

That's all I know for now... :viridian:

Important: if you have to specify a certain crewmate, don't use their names, because that won't work. Use their colours:
:viridian: = cyan or player
:victoria: = blue
:vermillion: = red
:vitellary: = yellow
:verdigris: = green
:violet: = purple
= gray or terminal


HOW TO USE INTERNAL COMMANDS:

There are two methods to do it. Those methods are listed below, and I attached an example with those two methods as a vvvvvv level.

--- METHOD 1 - THE SAY(-1) METHOD ---

Code: [Select]
say(-1)
text(1,0,0,4)
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
...

It has to end with:

Code: [Select]
...
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)

You don't have to use say(5) if you want to use less than 4 commands in a row, you can use say(4) to have 3 commands in a row, say(3) to have 2 commands in a row, et cetera. For example:

Code: [Select]
say(-1)
text(1,0,0,4)
say(4)
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(2)
{internal command}
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)

Text boxes in internal scripting are a bit hard to do, because you can only use 4 lines in a row. There's a post somewhere else in this topic which explains how to do it. This post is already REALLY long.

--- METHOD 2 - WITHOUT CUTSCENE BARS---

If you want to use internal commands without cutscene bars, put this in the script box which Viridian walks through:

Code: (script1) [Select]
iftrinkets(0,script2)
Then make a new script. In this case the new script is called 'script2' (you can use any name using a-z or 0-9, note that A-Z and some special characters should not be used). Delete the script box, so that Viridian doesn't activate it directly. The script has to be activated by the script containing iftrinkets(0,script2).

The second script should look like this:

Code: (script2 first part) [Select]
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
...

It has to end with:

Code: (script2 last part) [Select]
...
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(2)
endtext
loadscript(stop)
text(1,0,0,4)

Note that in the last part of this script, there has to be one blank line after the last text(1,0,0,4). Not 0, because then things get deleted because of a bug in the script editor, and not more than 1, because then it won't work. 'text(1,0,0,4)' has to be the second last line, and the last line has to be empty.

Just like in the say(-1) method, you don't have to use say(5) if you want to use less than 4 commands in a row, you can use say(4) to have 3 commands in a row, say(3) to have 2 commands in a row, et cetera. For example:

Code: (script2) [Select]
say(4)
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(2)
{internal command}
text(1,0,0,4)
say(2)
endtext
loadscript(stop)
text(1,0,0,4)

(copy pasting from Distractionware)

Bearboy

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Re: Internal commands
« Reply #1 on: May 7, 2013, 09:50:13 AM »
Good copy and paste skills  :cvitellary_pleased_right:

Hejmstel

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Re: Internal commands
« Reply #2 on: May 7, 2013, 03:56:19 PM »
YEEEAAHHHHHHHHHHHHHHH
I loved that thread

nicholashin

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Re: Internal commands
« Reply #3 on: May 8, 2013, 04:04:46 AM »
Let me post/copy-and-paste some more information here! Although the main reason for posting this is to notify people about the awesome alternative method of internal scripting :shiny:
I've re-worded a bit in some quotes  :viridian:

Quote from: Dav999
Another method for internal scripting:
Code: (scriptone) [Select]
iftrinkets(0,scripttwo)
(blank line)
Code: (scripttwo) [Select]
#
A)Say
<internal>
(blank line)
you can also write this:
Code: (scripttwo) [Select]
<internal>
(blank line)
This makes sure there's no terminal sound, and no cutscene bars.
You can use multiple simplified commands, and on the last two lines you write 'A)Say' and the internal command you want to use. Strangely enough, the internal command will always run first, then the simplified commands. You have to run the script from another script (with iftrinkets(0,asayscript)), and there should be exactly one empty line at the end of the script, not 0, because your internal command will be deleted, and also not 2, because then it doesn't work for some reason. If you don't want to use simplified commands, you can write # on the first line, or something similar.
Quote from: FIQ
Keep in mind that you CAN run multiple internal commands with the method, but you're limited to one line per script.
Code: (showtrinkets) [Select]
iftrinkets(0,showtrinkets1)
(blank line)
Code: (showtrinkets1) [Select]
iftrinkets(1,showtrinkets2)
A)Say
<internal>
(blank line)
Code: (showtrinkets2) [Select]
iftrinkets(1,showtrinkets3)
A)Say
<internal>
(blank line)
(…)
Quote from: FIQ
Entities is posted below. "Metadata" shows one, possibly two (which should be used in the specified order then) extra setting you can use. All are numbers, but you'll have to experiment what different numbers do. Modified by earlier list posted by ToasterApocalypse.
Code: [Select]
createentity(x,y,n,meta,meta)

x,y=coordinates
n=the number of the entity

0 - The player

1 - Enemy
Metadata: movement type, movement speed
Due to lacking needed data, you will only ever get a purple enemy box, unless you're in the VVVVVV polar dimension while doing the command

2 - Moving platform
Metadata: movement type, movement speed
Note that conveyors is implemented as moving platforms, see movement type 8 and 9.

3 - A disappearing platform

4 - A 1x1 quicker quicksand block

5 - A flipped Viridian, you will flip gravity when touched

6 - Weird red flashy thingy that disappears quickly

7 - Same as above, but doesn't flash and is coloured cyan

8 - A coin from the prototype
Metadata: Coin ID

9 - Trinket
Metadata: Trinket ID
Note that trinket ID start at 0, and everything above 19 will not be saved in the savefile once you restart the level

10 - Checkpoint
Metadata: Checkpoint state (0=flipped, 1=normal), Checkpoint ID (checks if the checkpoint is active or not)

11 - Horisontal gravity line
Metadata: Length in pixels

12 - Vertical gravity line
Metadata: Length in pixels

13 - Warp token
Metadata: Destination in tiles X axis, destination in tiles Y axis

14 - The round teleporter
Metadata: Checkpoint ID(?)

15 - Verdigris
Metadata: AI state

16 - Vitellary (flipped)
Metadata: AI state

17 - Victoria
Metadata: AI state

18 - Crewmate
Metadata: Colour (using raw color list, not the crewmate colors), mood

19 - Vermilion
Metadata: AI state

20 - Terminal
Metadata: Sprite, Script ID(?)

21 - Same as above but when touched the terminal doesn't light up
Metadata: Sprite, Script ID(?)

22 - Collected trinket
Metadata: Trinket ID

23 - Gravitron square
Metadata: Direction
If you input negative X coordinate (or too high), an arrow shows instead, just like in the real Gravitron

24 - Intermission 1 crewmate
Metadata: Raw color, mood
Doesn't seem to be affected by hazards, but should be. I'll have to look into this one

25 - Trophy
Metadata: Challenge identifier, sprite
If the challenge is completed, the base sprite ID (what you get if you use sprite=0) will change. Only use 0 or 1 if you want predictable results (0=normal, 1=flipped)

26: The warp token to the Secret Lab
Keep in mind that the warp is just implemented as a nice looking sprite. You'll have to script the functionality for yourself

55 - Rescueable crewmate
Metadata: Crewmate color. Color >6 will always show a *happy* Viridian

56 - Custom level enemy
Metadata: Movement type, movement speed
Keep in mind that if there's no enemies in the room, the enemy sprite data isn't updated correctly and it will just show what enemy you saw last time, or a square enemy

Undefined entities (27-50, 57+) give glitchy Viridians.
Quote from: Doormat
List of colors for createentity() crewmates:
Code: [Select]
0: Cyan
1: Flashy red (used for death)
2: Dark orange
3: Trinket color
4: Gray
5: Flashy white
6: Red (tiny bit darker than Vermilion)
7: Lime green (ala Viel)
8: Hot pink (ala Vaelyn)
9: Brilliant yellow
10: Flashy white
11: Bright cyan
12: Blue, same as Victoria
13: Green, same as Verdigris
14: Yellow, same as Vitellary
15: Red, same as Vermilion
16: Blue, same as Victoria
17: Lighter orange
18: Gray
19: Darker gray
20: Pink, same as Violet
21: Lighter gray
22: White
23: Flashy white
24-29: White
30: Gray
31: Dark, slightly purplish gray?
32: Dark cyan/green (ala Valso)
33: Dark blue
34: Dark green
35: Dark red
36: Dull orange
37: Flashy gray
38: Gray
39: Darker cyan/green
40: Flashier gray
41-99: White
100: Dark gray
101: Flashy white
102: Teleporter color
103 and onwards: White
Quote from: FIQ
Internal playlist
0 - Path Complete
1 - Pushing Onwards
2 - Positive Force
3 - Potential For Anything
4 - Passion For Exploring
5 - Pause
6 - Presenting VVVVVV
7 - Plenary
8 - Predestined Fate
9 - ecroF evitisoP
10 - Popular Potpurri
11 - Pipe Dream
12 - Pressure Cooker
13 - Paced Energy
14 - Piercing The Sky
Quote from: FIQ
The effect list
Code: [Select]
0 - Flip to ceiling
1 - Flip back to floor
2 - Cry
3 - Trinket collected
4 - Coin collected
5 - Checkpoint touched
6 - Quicker quicksand block touched
7 - Normal quicksand block touched
8 - Gravity line touched
9 - Flash
10 - Warp
11 - Viridian squeak
12 - Verdigris squeak
13 - Victoria squeak
14 - Vitellary squeak
15 - Violet squeak
16 - Vermilion squeak
17 - Terminal touched
18 - Teleporter touched
19 - Alarm
20 - Terminal squeak
21 - Time trial countdown "3", "2", "1"
22 - Time trial countdown "Go!"
23 - VVVVVV Man breaking walls
24 - Crewmates (de)combining into VVVVVV Man
25 - New record in Super Gravitron
26 - New trophy in Super Gravitron
27 - Rescued crewmate (in custom levels)

28+ segfaults
Quote from: FIQ
Entity limit is 3000.
Script limit is 500.
« Last Edit: May 8, 2013, 07:13:07 AM by nicholashin »

Dav999Topic starter

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Re: Internal commands
« Reply #4 on: May 8, 2013, 06:34:57 AM »
Quote from: Dav999
Another method for internal scripting:
Code: (scriptone) [Select]
iftrinkets(0,scripttwo)
(blank line)
Code: (scripttwo) [Select]
#
A)Say
<internal>
(blank line)
This makes sure there's no terminal sound, and no cutscene bars.
You can use multiple simplified commands, and on the last two lines you write 'A)Say' and the internal command you want to use. Strangely enough, the internal command will always run first, then the simplified commands. You have to run the script from another script (with iftrinkets(0,asayscript)), and there should be exactly one empty line at the end of the script, not 0, because your internal command will be deleted, and also not 2, because then it doesn't work for some reason. If you don't want to use simplified commands, you can write # on the first line, or something similar.

Actually, instead of this:

Code: (scripttwo) [Select]
#
A)Say
<internal>
(blank line)

you can write this:

Code: (scripttwo) [Select]
<internal>
(blank line)

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Re: Internal commands
« Reply #5 on: July 5, 2013, 04:13:31 PM »


Actually, instead of this:

Code: (scripttwo) [Select]
#
A)Say
<internal>
(blank line)

you can write this:

Code: (scripttwo) [Select]
<internal>
(blank line)

So i can just stick in 1 internal script per scriptname? Kinda confused.  :verdigris:

Dav999Topic starter

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Re: Internal commands
« Reply #6 on: July 5, 2013, 10:57:13 PM »


Actually, instead of this:

Code: (scripttwo) [Select]
#
A)Say
<internal>
(blank line)

you can write this:

Code: (scripttwo) [Select]
<internal>
(blank line)

So i can just stick in 1 internal script per scriptname? Kinda confused.  :verdigris:

Yes! The trick is that if you load a script with iftrinkets, it's going to execute the last line in that script (before the blank line) as an internal command.

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Re: Internal commands
« Reply #7 on: July 6, 2013, 01:23:55 PM »
All right! Thanks for the  VVVVVVery fast reply.

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Re: Internal commands
« Reply #8 on: July 18, 2013, 06:44:39 AM »
So. When I tried say-1, I got customposition(center) and a bunch of what looks like I messed up. What causes this?

Dav999Topic starter

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Re: Internal commands
« Reply #9 on: July 18, 2013, 07:02:25 AM »
So. When I tried say-1, I got customposition(center) and a bunch of what looks like I messed up. What causes this?

Could you post everything in between <script> and </script> inside code tags here if you open the level in notepad, along with the name of the script which has problems?

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Re: Internal commands
« Reply #10 on: July 19, 2013, 08:15:08 AM »
So. When I tried say-1, I got customposition(center) and a bunch of what looks like I messed up. What causes this?

Could you post everything in between <script> and </script> inside code tags here if you open the level in notepad, along with the name of the script which has problems?
Hold on... it was the flipme command that
Quote from: Dav999
Doesn't have anything to do with flipping Viridian  :facepalm:
Does that help?

Dav999Topic starter

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Re: Internal commands
« Reply #11 on: July 19, 2013, 08:20:55 AM »
So. When I tried say-1, I got customposition(center) and a bunch of what looks like I messed up. What causes this?

Could you post everything in between <script> and </script> inside code tags here if you open the level in notepad, along with the name of the script which has problems?
Hold on... it was the flipme command that
Quote from: Dav999
Doesn't have anything to do with flipping Viridian  :facepalm:
Does that help?

If you post the script here, someone else might be able to fix it. I don't know how the flipme command would cause this, but why do you want to use that command?

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Re: Internal commands
« Reply #12 on: July 19, 2013, 02:29:56 PM »
So. When I tried say-1, I got customposition(center) and a bunch of what looks like I messed up. What causes this?

Could you post everything in between <script> and </script> inside code tags here if you open the level in notepad, along with the name of the script which has problems?
Hold on... it was the flipme command that
Quote from: Dav999
Doesn't have anything to do with flipping Viridian  :facepalm:
Does that help?

If you post the script here, someone else might be able to fix it. I don't know how the flipme command would cause this, but why do you want to use that command?
Only reason I can come up with is to fix headline position in Flip Mode. Though, as flipme doesn't even work properly in first place even in the real game...

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Re: Internal commands
« Reply #13 on: July 23, 2013, 04:06:10 AM »
Yes, I love gotoroom()!

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Re: Internal commands
« Reply #14 on: July 23, 2013, 04:12:12 AM »
Yes, I love gotoroom()!
Probably the single most useful command out of all internal scripts.

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Re: Internal commands
« Reply #15 on: July 24, 2013, 01:43:51 AM »
Yes, I love gotoroom()!
Probably the single most useful command out of all internal scripts.
+1
If you need a reason to learn internal scripting, gotoroom() is the answer. Boss battles, simulating exhaust chute, moving rooms (note: tOLP contributors exclusive), puzzles, and so much more.... Just too awesome.

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Re: Internal commands
« Reply #16 on: July 24, 2013, 01:53:32 AM »
Yes, I love gotoroom()!
Probably the single most useful command out of all internal scripts.
+1
If you need a reason to learn internal scripting, gotoroom() is the answer. Boss battles, simulating exhaust chute, moving rooms (note: tOLP contributors exclusive), puzzles, and so much more.... Just too awesome.

Amen to that, brother.

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Re: Internal commands
« Reply #17 on: July 26, 2013, 01:20:53 PM »
Yes, I love gotoroom()!
Probably the single most useful command out of all internal scripts.
+1
If you need a reason to learn internal scripting, gotoroom() is the answer. Boss battles, simulating exhaust chute, moving rooms (note: tOLP contributors exclusive), puzzles, and so much more.... Just too awesome.
gotoroom() is also vital for emulating background scripts without the feature actually existing, by warping to the same room you are in. ;)

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Re: Internal commands
« Reply #18 on: July 26, 2013, 06:28:11 PM »
gotoroom() is also vital for emulating background scripts without the feature actually existing, by warping to the same room you are in. ;)
What's the point of emulating background scripts, just wondering?

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Re: Internal commands
« Reply #19 on: July 26, 2013, 07:15:15 PM »
gotoroom() is also vital for emulating background scripts without the feature actually existing, by warping to the same room you are in. ;)
What's the point of emulating background scripts, just wondering?
Several things, actually:
* Dialog which doesn't hinder gameplay (think Portal style, or the various help texts at the beginning of VVVVVV, achievement texts in the secret lab). One of the simpler, yet very useful, uses
* If you have way too much free time - a random number generator
* Background-altering rooms (think The Final Level)
* A counter that ticks to something
* User interfaces use them in a sense (think Level Select Menu in my level)

And much more, only your imagination (and VVVVVV's 500 scripts limit) can stop you :P