Version 1. == INSTALL == symlink or copy s2l s2z s2t in a directory where you can execute them globally like /usr/bin or call them from ./ syntax. == Usage == for example we create a directory called 'projects/savage2/' and put in eldarax.s2z. this would look like: > david@david:~/projects/savage2/$ ls . .___________________________________/_____________ | eldarax.s2z s2z s2l s2t "s2z(ip)" "s2l(ink)" "s2t(riggers)" # Decompile. > david@david:~/projects/savage2/$ s2z eldarax.s2z Will extract it too the map eldarax and this will have a subdirectory called `triggers` like this: > david@david:~/projects/savage2$ ls eldarax/ ^-- normal files in a s2z .______________________________________/________________________________________________________________________________________________ | entitylist lightlist resources texelalphamap tilefoliagemap triggerlist vertexblockermap vertexfoliagemap worldoccluderlist | heightmap materiallist soundlist texturelist tilematerialmap triggers/ vertexcolormap worldconfig ^-- here are all the triggers of triggerlist in seperate files | ._______________________________________________________________/____________________________________________________________ | activateprimary buildingplaced _CL_PLAYER gameend mapreset playerjoin sellitem spellimpact warmupframe | activatesecondary buyitem _DUEL gamestart mapunloaded playerleave __SETTINGS _SVR_PLAYER warmupstart | activatetertiary changeteam endedframe loadout phasechange scriptinput setupframe _TELEPORT | activeframe changeunit frame maploaded placegadget __SCRIPTVARS spawn __TEMPLATE If you have modified the files you can run: > david@david:~/projects/savage2/$ s2z eldarax And this will compile your custom made scripts or modifications into a .s2z and this will in turn symlink to ~/.savage2/game/maps/ using the _s2l_ command. "THIS WILL PRODUCE eldarax.s2z MADE WITH THE FILES in eldarax/ which are possibly modified" == DESCRIPTION == s2z - Decompresses an .s2z - uses s2t - Compresses an map to .s2z - uses s2t - uses s2l s2t - Decompiles triggerlist - put the script into a different filename for every trigger with its code in a map called 'triggers/' - Compiles triggerlist - puts the modified code back into the triggerlist. s2l - makes a symlink in your homedirectory of a .s2z /// Example: david@david:~/projects/savage2$ ls eldarax/triggers -s total 76 0 activateprimary 0 buildingplaced 4 _CL_PLAYER 0 gameend 0 mapreset 4 playerjoin 0 sellitem 4 spellimpact 0 warmupframe 0 activatesecondary 0 buyitem 8 _DUEL 0 gamestart 0 mapunloaded 4 playerleave 4 __SETTINGS 12 _SVR_PLAYER 0 warmupstart 0 activatetertiary 0 changeteam 0 endedframe 0 loadout 0 phasechange 4 scriptinput 0 setupframe 8 _TELEPORT 0 activeframe 4 changeunit 0 frame 4 maploaded 0 placegadget 8 __SCRIPTVARS 4 spawn 4 __TEMPLATE /// "The use of this, is that we can use any IDE now to edit savage2 scripts, or use commandline programs like find, grep and nano. The adding of scripts is just as easy as the deletion of scripts (Something which stanz editor isnt able to do)"