
Ethereial
Joined: May 19, 2009
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Posted: Jun 23, 2009 06:01 AM
Msg. 1 of 31
Alright, so I'm a sucker for scripting. I just need some for FP legs and auto health regeneration. If there isn't any script for this, tell me and I'll leave it alone.
On a completely different note, Tool and Tool++ won't detect my TIF files for some reason.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 23, 2009 10:03 AM
Msg. 2 of 31
Quote: --- Original message by: Ethereial Alright, so I'm a sucker for scripting. I just need some for FP legs and auto health regeneration. If there isn't any script for this, tell me and I'll leave it alone.
On a completely different note, Tool and Tool++ won't detect my TIF files for some reason. FP legs = Not that easy to do. I'm still working on it. Auto health regen = Closest I can get to it is to detect when your health is low, and wait a while. Then teleport a health pack that has no pickup effect. And don't use Tool++ for bitmap compilation.
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Ethereial
Joined: May 19, 2009
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Posted: Jun 23, 2009 10:38 AM
Msg. 3 of 31
Um... I only use Tool++ for map compiling.
And how do you spawn a health pack? I think there was a map that would automatically heal MC if you pressed flashlight, I dunno how he did it.
I'm modding weapons, I don't think I could learn script in a long time.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 23, 2009 10:43 AM
Msg. 4 of 31
Quote: --- Original message by: Ethereial Alright, so I'm a sucker for scripting. I just need some for FP legs and auto health regeneration. If there isn't any script for this, tell me and I'll leave it alone.
On a completely different note, Tool and Tool++ won't detect my TIF files for some reason. Since if you suck at scripting, im doubting your making an SP, so any thirdperson scripts arnt gonna work for your legs; camera scripts will effect everyone. (global short NUMBER 0) (script static "unit" player (unit (list_get (players) NUMBER)) ) (script continuous rawr (unit_set_current_vitality (player) (+ (* (unit_get_health (player)) 75) 1) (* (unit_get_shield (player)) 75)) (set number (+ number 1)) (if (= (> number 15) 1) (set number 0)) ) for your tool issues, always use normal tool; you'll never know whats skrewing up constantly when you use other things. and if you cant type in a black box, then what makes you think you'll have the mental power to make a decent map? Anyways, is your tiff in your data folder?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 23, 2009 01:58 PM
Msg. 5 of 31
Quote: --- Original message by: Ethereial Um... I only use Tool++ for map compiling.
And how do you spawn a health pack? I think there was a map that would automatically heal MC if you pressed flashlight, I dunno how he did it.
I'm modding weapons, I don't think I could learn script in a long time. I'm pretty sure you're referring to Polamee's map. However, he left out a few things that I told him to do. First, set up a health pack that has a modified string list, so it doesn't look funny when you press the flashlight button. You also might want to change the pickup effect. If this is for MP, then you'll have to set it up differently. But as I'm short on time, I'll post the SP script. (script continuous regeneration (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true)) (object_create health) (objects_attach (unit (list_get (players) 0)) "body" "health" "") (objects_detach (unit (list_get (players) 0)) "health" ) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_convolution 1 2 25 0 150) (sleep 50) (cinematic_screen_effect_start 0) (cinematic_screen_effect_stop) (sleep 4000) (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) false)) (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true)) (object_create health) (objects_attach (unit (list_get (players) 0)) "body" "health" "") (objects_detach (unit (list_get (players) 0)) "health") (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_convolution 1 2 25 0 150) (sleep 50) (cinematic_screen_effect_start 0) (cinematic_screen_effect_stop) (sleep 4000) )
"health" is the name of the health pack. This script also creates a nice effect once you pick it up.
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Ethereial
Joined: May 19, 2009
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Posted: Jun 23, 2009 08:32 PM
Msg. 6 of 31
Yes, it's in the data folder. But I think I'm just looking in the wrong output folder.
I assume that's a script to regenerate the player's health and shields?
And the most stupid question of your life: where do you put the scripts? (Somebody facepalm'd)
ed: Tool problem solved Edited by Ethereial on Jun 23, 2009 at 08:36 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 23, 2009 09:03 PM
Msg. 7 of 31
No. It just teleports a health pack to the player, healing him fully.
And if you're making a blood gulch mod, you would put the scripts in the folder data\levels\test\bloodgulch\scripts. Looking at that example, you should be able to figure it out.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 23, 2009 09:32 PM
Msg. 8 of 31
Quote: --- Original message by: Gamma927 No. It just teleports a health pack to the player, healing him fully. Im fairly sure was was talking about mine, that was posted first, which does slowly regenerate the health (well, idk how fast it would regenerate, probly quite fast acualy, but what ever)
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Ethereial
Joined: May 19, 2009
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Posted: Jun 23, 2009 11:37 PM
Msg. 9 of 31
Quote: --- Original message by: kirby_422Quote: --- Original message by: Gamma927 No. It just teleports a health pack to the player, healing him fully. Im fairly sure was was talking about mine, that was posted first, which does slowly regenerate the health (well, idk how fast it would regenerate, probly quite fast acualy, but what ever) Yeah, I was talking about his. Thanks anyway to Gamma for telling me how to spawn a health pack. So if i'm making a Death Island mod, would I put it in... where do I write it exactly? Edited by Ethereial on Jun 23, 2009 at 11:45 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 24, 2009 12:20 AM
Msg. 10 of 31
data\levels\test\deathisland\scripts
You'll have to create the folder.
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Ethereial
Joined: May 19, 2009
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Posted: Jun 24, 2009 01:25 AM
Msg. 11 of 31
Yeah, I'm asking what do I use to write the scripts?
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jacknme
Joined: Aug 29, 2008
If you see this, you must be in an old topic
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Posted: Jun 24, 2009 03:03 AM
Msg. 12 of 31
Quote: --- Original message by: Ethereial Yeah, I'm asking what do I use to write the scripts? Notepaad or any word processing app. Save it, rename the .txt or whatever to .hsc
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Ethereial
Joined: May 19, 2009
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Posted: Jun 24, 2009 03:14 AM
Msg. 13 of 31
So can I change the 75 value in kirby's script to make your health regenerate slower and not make you invincible(I assume this isn't allowed in MP)? Sorry if I ask a lot of questions, there's just somethings you can't understand until you get straight to the point. BeachpartyClan found a way to attach the camera to the visor and managed to take out the FP animations. Dunno if he'll release the script though. http://www.youtube.com/watch?v=YrLf0wxkBhwEdited by Ethereial on Jun 24, 2009 at 03:20 AM
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 24, 2009 07:03 AM
Msg. 14 of 31
That video made me motion sick.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 24, 2009 11:20 AM
Msg. 15 of 31
Getting rid of fp animations? Think of it this way. It does debug_camera_save, and then debug_camera_load, so you're no longer in first person. Then, it attaches the camera to your head, so all your movements are 3p animations. It's not fp legs. It's more like you're actually looking down at your legs at all times.
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Ethereial
Joined: May 19, 2009
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Posted: Jun 24, 2009 10:03 PM
Msg. 16 of 31
Uh... What about CtrlAltDestroy's video? Meh, I'll just need to tweak(or experiment with) kirby's script to make regeneration slower.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 24, 2009 10:10 PM
Msg. 17 of 31
CtrlAltDestroy is awesome. That's why. He mentioned that it's similar to the cryotube part of a10, which requires a camera change. That won't work in MP.
By the way, even after all these posts, I still don't know whether you're making it for MP or SP.
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Ethereial
Joined: May 19, 2009
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Posted: Jun 24, 2009 10:37 PM
Msg. 18 of 31
Even I'm confused if the stuff mentioned is for MP or SP. Anyways I'm making a Death Island mod, remember? Ah, I'll just shut up.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 25, 2009 12:34 AM
Msg. 19 of 31
This stuff only works for SP. If you want it for MP, you'll have to write a lot more.
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Ethereial
Joined: May 19, 2009
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Posted: Jun 25, 2009 01:57 AM
Msg. 20 of 31
Kirby's script?
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jacknme
Joined: Aug 29, 2008
If you see this, you must be in an old topic
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Posted: Jun 25, 2009 01:57 AM
Msg. 21 of 31
Quote: --- Original message by: Gamma927 This stuff only works for SP. If you want it for MP, you'll have to write a lot more. You just have to write 15 more of the same script for each player don't you? Not alot more. Just 16 times more. :P = EDIT: By the order our Supreme Dictator Polamee umm... I mean President Kirby's script works for multiplayer. Edited by jacknme on Jun 25, 2009 at 01:58 AMEdited by jacknme on Jun 25, 2009 at 01:59 AMEdited by jacknme on Jun 25, 2009 at 05:08 AM
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Ethereial
Joined: May 19, 2009
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Posted: Jun 25, 2009 04:55 AM
Msg. 22 of 31
Ugh. kirby's script locks in the health at 75, or so I think. If so, the only way for a player to be killed is by a one-hit kill. I guess I'll learn script then. C++, was it?
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Jun 25, 2009 05:08 AM
Msg. 23 of 31
Quote: --- Original message by: Ethereial Kirby's script? Jacknme is wrong. Kirby's script was designed for MP. One time of Kirby's script will do. It sets a variable, 'number' at 0, which will increase itself by 1 every script cycle, until it reaches above 15, where it will reach 0 again. The static script allows each reference to "player" to refer to the 16 players, which are defined by the (unit (list_get (players) NUMBER)) command. Think about it: you have a value that is initally 0, but adds 1 to itself and goes back to 0 when it reaches 15. All this happens in about half a second. So, in reality, you only need to copy the script once, paste into your levels scripts, and it will work for MP. I know, fascinating right?
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Ethereial
Joined: May 19, 2009
O_O
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Posted: Jun 25, 2009 06:58 AM
Msg. 24 of 31
wat
Algebra barely confuses me, but that does.
Oh, and one last question before I stop bumping this thread - how do you activate camo with your flashlight? I think it's possible.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Jun 25, 2009 07:19 AM
Msg. 25 of 31
Quote: --- Original message by: Ethereial wat
Algebra barely confuses me, but that does.
Oh, and one last question before I stop bumping this thread - how do you activate camo with your flashlight? I think it's possible. First of all, if you don't understand the script; just use it, it works. Copy and paste Kirby's script directly onto your script pad and do not mod it at all. As for the flashlight thing, yes, it is possible. First off, open the camo .powerup tag, and make sure its powerup time is set to 15 seconds instead of 45. Then open your map, create an active camo (though this is MP, it should be added under Mission>Objects>Items>Equipment, and not netgame equipment. When this is done, open up your camo in the properties pane and name it 'cloak'). Then compile the scripts. These are the scripts for it in MP: (global "short" x 0)
(script continuous playerz (set x (+ x 1)) (if (= (> x 15) 1) (set x 0) )
(script continuous cloak (begin (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) x))) true)) (object_create_anew cloak) (objects_attach (unit (list_get (players) x)) "" cloak "") (objects_detach (unit (list_get (players) x)) cloak) (sleep 1650) (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) x))) false)) (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) x))) true)) (object_create cloak) (objects_attach (unit (list_get (players) x)) "" cloak "") (objects_detach (unit (list_get (players) x)) cloak) (sleep 1650)))
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Ethereial
Joined: May 19, 2009
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Posted: Jun 25, 2009 07:26 AM
Msg. 26 of 31
...for SP?
Ed:I need it to deactivate after the flashlight turns off. Edited by Ethereial on Jun 25, 2009 at 07:53 AM
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Jun 25, 2009 09:42 AM
Msg. 27 of 31
Quote: --- Original message by: Ethereial
...for SP?
Ed:I need it to deactivate after the flashlight turns off. Edited by Ethereial on Jun 25, 2009 at 07:53 AM This works for SP just the same. As for deactivating it, you mean that it will stay on indefinitely if the flashlight is on?
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Ethereial
Joined: May 19, 2009
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Posted: Jun 25, 2009 09:45 AM
Msg. 28 of 31
Yep. Flashlight on, camo on. Flashlight off, camo off.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Jun 25, 2009 10:05 AM
Msg. 29 of 31
Hmmm....well, the hard part would be making the camo deactivate, I've looked through the scripting bible, and there dosen't seem to be a command that stops a powerup from working. Once the powerup is there, you can't stop it from working. Perhaps cheat_active_camoflauge? As far as I know, you cant deactivate the camo cheat.
By the way, of course the player would always want camo, so why would he turn the flashlight off?
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Ethereial
Joined: May 19, 2009
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Posted: Jun 25, 2009 10:23 AM
Msg. 30 of 31
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 25, 2009 10:28 AM
Msg. 31 of 31
If it's linked to the flashlight, you could just keep it on forever. Best you should do is to use a modified active camouflage powerup, and use the script I typed up above.
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