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Thread: [SCRIPTS] Few tele things, and Wizard Magic scripts

  1. #51
    HCE Information Library Kirby_422's Avatar
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    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    What are you editing your scenario_hs_source_file with that it allows you that large?.. doing it in guerilla, I reach a cap at 4098, and it deletes anything beyond that.

    KIRABOSHI!
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  2. #52

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    You can throw up a sample of what you where considering too long and I'll see if it disappears in my Guerilla(s).


    Can the scripts be edited directly INSIDE of the .scenario file?
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  3. #53
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    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    (global boolean stillsearchering false)
    (global short number 0)
    (global short numberz 0)
    (global short limit 30)
    (global short p0time 0)
    (global short p1time 0)
    (global short p2time 0)
    (global short p3time 0)
    (global short p4time 0)
    (global short p5time 0)
    (global short p6time 0)
    (global short p7time 0)
    (global short p8time 0)
    (global short p9time 0)
    (global short p10time 0)
    (global short p11time 0)
    (global short p12time 0)
    (global short p13time 0)
    (global short p14time 0)
    (global short p15time 0)
    (global short p0charge 0)
    (global short p1charge 0)
    (global short p2charge 0)
    (global short p3charge 0)
    (global short p4charge 0)
    (global short p5charge 0)
    (global short p6charge 0)
    (global short p7charge 0)
    (global short p8charge 0)
    (global short p9charge 0)
    (global short p10charge 0)
    (global short p11charge 0)
    (global short p12charge 0)
    (global short p13charge 0)
    (global short p14charge 0)
    (global short p15charge 0)

    (script static "unit" player
    (unit (list_get (players) NUMBER))
    )
    (script static "unit" playerz
    (unit (list_get (players) NUMBERz))
    )
    (script static "void" effectsmall
    (effect_new_on_object_marker "effects\custom\lock\discharge small" (playerz) "")
    )
    (script static "void" effectmedium
    (effect_new_on_object_marker "effects\custom\lock\discharge medium" (playerz) "")
    )
    (script static "void" effectlarge
    (effect_new_on_object_marker "effects\custom\lock\discharge large" (playerz) "")
    )

    (script static "boolean" seatcheck
    (or (vehicle_test_seat alock0 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock1 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock2 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock3 "c_turret_ap_d" (playerz))
    (vehicle_test_seat alock4 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock5 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock6 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock7 "c_turret_ap_d" (playerz))
    (vehicle_test_seat alock8 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock9 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock10 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock11 "c_turret_ap_d" (playerz))
    (vehicle_test_seat alock12 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock13 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock14 "c_turret_ap_d" (playerz)) (vehicle_test_seat alock15 "c_turret_ap_d" (playerz))
    )
    )

    (script continuous lockz
    (if (unit_has_weapon_readied (player) "objects\weapons\melee\energy_blade\energy_bla de")
    (begin
    (set stillsearchering 1)
    (if (= (vehicle_test_seat_list alock1 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock1 "")
    (objects_detach (player) alock1)
    (vehicle_load_magic alock1 "" (player))
    (set stillsearchering 0)))
    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock2 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock2 "")
    (objects_detach (player) alock2)
    (vehicle_load_magic alock2 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock3 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock3 "")
    (objects_detach (player) alock3)
    (vehicle_load_magic alock3 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock4 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock4 "")
    (objects_detach (player) alock4)
    (vehicle_load_magic alock4 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock5 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock5 "")
    (objects_detach (player) alock5)
    (vehicle_load_magic alock5 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock6 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock6 "")
    (objects_detach (player) alock6)
    (vehicle_load_magic alock6 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock7 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock7 "")
    (objects_detach (player) alock7)
    (vehicle_load_magic alock7 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock8 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock8 "")
    (objects_detach (player) alock8)
    (vehicle_load_magic alock8 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock9 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock9 "")
    (objects_detach (player) alock9)
    (vehicle_load_magic alock9 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock10 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock10 "")
    (objects_detach (player) alock10)
    (vehicle_load_magic alock10 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock11 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock11 "")
    (objects_detach (player) alock11)
    (vehicle_load_magic alock11 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock12 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock12 "")
    (objects_detach (player) alock12)
    (vehicle_load_magic alock12 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock13 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock13 "")
    (objects_detach (player) alock13)
    (vehicle_load_magic alock13 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock14 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock14 "")
    (objects_detach (player) alock14)
    (vehicle_load_magic alock14 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock15 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock15 "")
    (objects_detach (player) alock15)
    (vehicle_load_magic alock15 "" (player))
    (set stillsearchering 0)))

    (if (= stillsearchering 1) (begin (if (= (vehicle_test_seat_list alock0 "c_turret_ap_d" (players)) 0)
    (begin
    (objects_attach (player) "body" alock0 "")
    (objects_detach (player) alock0)
    (vehicle_load_magic alock0 "" (player))
    (set stillsearchering 0)))

    )))) ))))))))))))))))))))))))))) ))
    (if (< number 15) (set number (+ number 1)) (set number 0))
    )

    (script continuous removal
    (if (= (vehicle_test_seat_list alock0 "c_turret_ap_d" (players)) 0) (object_teleport alock0 lockzflag))
    (if (= (vehicle_test_seat_list alock1 "c_turret_ap_d" (players)) 0) (object_teleport alock1 lockzflag))
    (if (= (vehicle_test_seat_list alock2 "c_turret_ap_d" (players)) 0) (object_teleport alock2 lockzflag))
    (if (= (vehicle_test_seat_list alock3 "c_turret_ap_d" (players)) 0) (object_teleport alock3 lockzflag))
    (if (= (vehicle_test_seat_list alock4 "c_turret_ap_d" (players)) 0) (object_teleport alock4 lockzflag))
    (if (= (vehicle_test_seat_list alock5 "c_turret_ap_d" (players)) 0) (object_teleport alock5 lockzflag))
    (if (= (vehicle_test_seat_list alock6 "c_turret_ap_d" (players)) 0) (object_teleport alock6 lockzflag))
    (if (= (vehicle_test_seat_list alock7 "c_turret_ap_d" (players)) 0) (object_teleport alock7 lockzflag))
    (if (= (vehicle_test_seat_list alock8 "c_turret_ap_d" (players)) 0) (object_teleport alock8 lockzflag))
    (if (= (vehicle_test_seat_list alock9 "c_turret_ap_d" (players)) 0) (object_teleport alock9 lockzflag))
    (if (= (vehicle_test_seat_list alock10 "c_turret_ap_d" (players)) 0) (object_teleport alock10 lockzflag))
    (if (= (vehicle_test_seat_list alock11 "c_turret_ap_d" (players)) 0) (object_teleport alock11 lockzflag))
    (if (= (vehicle_test_seat_list alock12 "c_turret_ap_d" (players)) 0) (object_teleport alock12 lockzflag))
    (if (= (vehicle_test_seat_list alock13 "c_turret_ap_d" (players)) 0) (object_teleport alock13 lockzflag))
    (if (= (vehicle_test_seat_list alock14 "c_turret_ap_d" (players)) 0) (object_teleport alock14 lockzflag))
    (if (= (vehicle_test_seat_list alock15 "c_turret_ap_d" (players)) 0) (object_teleport alock15 lockzflag))
    )

    (script continuous GingaBishounen
    (sleep 30)
    (set numberz 0)
    (if (seatcheck) (begin (set p0time (+ p0time 1)) (set p0charge (+ p0charge 1))) (begin (if (> p0time 0) (set p0time (- p0time 1)))
    (if (> p0charge 3) (if (< p0charge 8) (effectsmall) (if (< p0charge 12) (effectmedium) (effectlarge) ))) (set p0charge 0) ))
    (if (>= p0time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 1)
    (if (seatcheck) (begin (set p1time (+ p1time 1)) (set p1charge (+ p1charge 1))) (begin (if (> p1time 0) (set p1time (- p1time 1)))
    (if (> p1charge 3) (if (< p1charge 8) (effectsmall) (if (< p1charge 12) (effectmedium) (effectlarge) ))) (set p1charge 0) ))
    (if (>= p1time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 2)
    (if (seatcheck) (begin (set p2time (+ p2time 1)) (set p2charge (+ p2charge 1))) (begin (if (> p2time 0) (set p2time (- p2time 1)))
    (if (> p2charge 3) (if (< p2charge 8) (effectsmall) (if (< p2charge 12) (effectmedium) (effectlarge) ))) (set p2charge 0) ))
    (if (>= p2time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 3)
    (if (seatcheck) (begin (set p3time (+ p3time 1)) (set p3charge (+ p3charge 1))) (begin (if (> p3time 0) (set p3time (- p3time 1)))
    (if (> p3charge 3) (if (< p3charge 8) (effectsmall) (if (< p3charge 12) (effectmedium) (effectlarge) ))) (set p3charge 0) ))
    (if (>= p3time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 4)
    (if (seatcheck) (begin (set p4time (+ p4time 1)) (set p4charge (+ p4charge 1))) (begin (if (> p4time 0) (set p4time (- p4time 1)))
    (if (> p4charge 3) (if (< p4charge 8) (effectsmall) (if (< p4charge 12) (effectmedium) (effectlarge) ))) (set p4charge 0) ))
    (if (>= p4time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 5)
    (if (seatcheck) (begin (set p5time (+ p5time 1)) (set p5charge (+ p5charge 1))) (begin (if (> p5time 0) (set p5time (- p5time 1)))
    (if (> p5charge 3) (if (< p5charge 8) (effectsmall) (if (< p5charge 12) (effectmedium) (effectlarge) ))) (set p5charge 0) ))
    (if (>= p5time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 6)
    (if (seatcheck) (begin (set p6time (+ p6time 1)) (set p6charge (+ p6charge 1))) (begin (if (> p6time 0) (set p6time (- p6time 1)))
    (if (> p6charge 3) (if (< p6charge 8) (effectsmall) (if (< p6charge 12) (effectmedium) (effectlarge) ))) (set p6charge 0) ))
    (if (>= p6time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 7)
    (if (seatcheck) (begin (set p7time (+ p7time 1)) (set p7charge (+ p7charge 1))) (begin (if (> p7time 0) (set p7time (- p7time 1)))
    (if (> p7charge 3) (if (< p7charge 8) (effectsmall) (if (< p7charge 12) (effectmedium) (effectlarge) ))) (set p7charge 0) ))
    (if (>= p7time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 8)
    (if (seatcheck) (begin (set p8time (+ p8time 1)) (set p8charge (+ p8charge 1))) (begin (if (> p8time 0) (set p8time (- p8time 1)))
    (if (> p8charge 3) (if (< p8charge 8) (effectsmall) (if (< p8charge 12) (effectmedium) (effectlarge) ))) (set p8charge 0) ))
    (if (>= p8time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 9)
    (if (seatcheck) (begin (set p9time (+ p9time 1)) (set p9charge (+ p9charge 1))) (begin (if (> p9time 0) (set p9time (- p9time 1)))
    (if (> p9charge 3) (if (< p9charge 8) (effectsmall) (if (< p9charge 12) (effectmedium) (effectlarge) ))) (set p9charge 0) ))
    (if (>= p9time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 10)
    (if (seatcheck) (begin (set p10time (+ p10time 1)) (set p10charge (+ p10charge 1))) (begin (if (> p10time 0) (set p10time (- p10time 1)))
    (if (> p10charge 3) (if (< p10charge 8) (effectsmall) (if (< p10charge 12) (effectmedium) (effectlarge) ))) (set p10charge 0) ))
    (if (>= p10time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 11)
    (if (seatcheck) (begin (set p11time (+ p11time 1)) (set p11charge (+ p11charge 1))) (begin (if (> p11time 0) (set p11time (- p11time 1)))
    (if (> p11charge 3) (if (< p11charge 8) (effectsmall) (if (< p11charge 12) (effectmedium) (effectlarge) ))) (set p11charge 0) ))
    (if (>= p11time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 12)
    (if (seatcheck) (begin (set p12time (+ p12time 1)) (set p12charge (+ p12charge 1))) (begin (if (> p12time 0) (set p12time (- p12time 1)))
    (if (> p12charge 3) (if (< p12charge 8) (effectsmall) (if (< p12charge 12) (effectmedium) (effectlarge) ))) (set p12charge 0) ))
    (if (>= p12time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 13)
    (if (seatcheck) (begin (set p13time (+ p13time 1)) (set p13charge (+ p13charge 1))) (begin (if (> p13time 0) (set p13time (- p13time 1)))
    (if (> p13charge 3) (if (< p13charge 8) (effectsmall) (if (< p13charge 12) (effectmedium) (effectlarge) ))) (set p13charge 0) ))
    (if (>= p13time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 14)
    (if (seatcheck) (begin (set p14time (+ p14time 1)) (set p14charge (+ p14charge 1))) (begin (if (> p14time 0) (set p14time (- p14time 1)))
    (if (> p14charge 3) (if (< p14charge 8) (effectsmall) (if (< p14charge 12) (effectmedium) (effectlarge) ))) (set p14charge 0) ))
    (if (>= p14time limit) (unit_exit_vehicle (playerz)) )
    (set numberz 15)
    (if (seatcheck) (begin (set p15time (+ p15time 1)) (set p15charge (+ p15charge 1))) (begin (if (> p15time 0) (set p15time (- p15time 1)))
    (if (> p15charge 3) (if (< p15charge 8) (effectsmall) (if (< p15charge 12) (effectmedium) (effectlarge) ))) (set p15charge 0) ))
    (if (>= p15time limit) (unit_exit_vehicle (playerz)) )
    )

    Only about a 1/4 is added to the saved file.


    Anyways, right now I'm trying to mess with texture cameras
    Code:
    (texture_camera_set_object_marker <object> <string_id> <real>)
    make a shader, referance the texture_camera template
    shaders\shader_templates\texture_camera\
    This might be nice for remote survey cameras (like duke nukem 3d)
    but since the script specifies where you want it from, and not the object you want to apply the camera too. All viewing things will have to be the same image at the same time. One problem though, is I doubt that script is applied to clients.. I'll figure it out tomorow if my new kitten is still to terrified to come out from under the bed.. if he does want to come out and be loved, then I'll be playing with him (thats mostly why I explained where to look for these things. incase im busy with him)
    Why doesn't he love me? He liked me when I was picking him out at the SPCA today.. then I bring him home, and he sits under my bed, will occasionally come out for food, and then run if I move my arm towards him...

    KIRABOSHI!
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  4. #54

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    That script cuts off at this line:
    (if (= stillsearchering 1) (begin (if (= (vehicleü5)

    ...but vehicleü5 does not exist in the original script. What is ü? An unrecognized charater?


    -------

    Remote cameras, with the viewer located inside of the Coag bases that can display the Rox spawn, would be a nice touch. Was wondering if the scope from the Sniper could be used for that purpose at one time. That will be a fun one to test out.
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  5. #55
    HCE Information Library Kirby_422's Avatar
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    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    Guess you guys want those results on the texture camera, right? lol.

    So, do exactly as I said (apply that shader_template, and then use the script) and that's all that is needed. Works nice for host, does nothing on clients (as to be expected with H2V's scripting setup)


    And might as well ask this in all my script threads across different websites lol:
    So, a week or so ago, me and a few others on a teamspeak server where talking about a gametype where instead of dying, you simply got locked up. I am wondering how many people would be interested in such a gametype (mainly because its alot more difficult to do this with h2v than HCE, and im a very lazy person)

    I have started writing it out, and its been going fairly well. Only real issue at the moment is that when your tossed into your jail cell, it instantly respawns you instead *shrug* (no record in the game score of you dying either lol) I believe this issue was from players leaving the BSP from my earlier testing.

    Before I do anymore work (or finish it) I would like to know what you think of it, and what features you'd want included. The script involves making all players deathless, and when their health is as empty as it can get being deathless, move them to a box. When someone flips a switch by the box, move them back to their spawn area. Depending on how many people are in the server, you get stuff appearing on your side for however many people are caught (currently, if 6 or less people are playing, first person to have their jail 3 filled, their team has a tank appear by their base. if you have more than that, jail 6 filled) This will make people want to save their people to prevent the other team for getting capture bonus'. I may also toss something in to reward you for freeing so many people if this is popular enough.

    So, give me your feedback weather you'd actually play this, or what you want changed, etc. (also, I was lazy with what I have scripted and didnt incorperate players quiting the game into the system. All you who play online, how often do people rage quit in h2v?)

    KIRABOSHI!
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