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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Mar 10, 2011 12:34 AM
Msg. 36 of 48
Ah, so something similar to a gametype in Reach - Stockpile?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 10, 2011 12:50 AM
Msg. 37 of 48
no, i don't know the name, but i'm replacing the model and animations of the flag so it's like the gametype with the core, i have slappythepirate's spartan-elite tags and script, still trying to get it to work though, and i want to make that game type so red team (spartans) protect the core, and blue team (elites) try to get it, i know how to make the red teams flag untouchable and the nav point will be right where i want it, but i don't know how to make the blue team score at the ship when the red teams flag spawns in a completely different spot Edited by grunt_eater on Mar 10, 2011 at 12:51 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 10, 2011 12:55 AM
Msg. 38 of 48
Quote: --- Original message by: grunt_eater
no, i don't know the name, but i'm replacing the model and animations of the flag so it's like the gametype with the core, i have slappythepirate's spartan-elite tags and script, still trying to get it to work though, and i want to make that game type so red team (spartans) protect the core, and blue team (elites) try to get it, i know how to make the red teams flag untouchable and the nav point will be right where i want it, but i don't know how to make the blue team score at the ship when the red teams flag spawns in a completely different spot Edited by grunt_eater on Mar 10, 2011 at 12:51 AM Can you make it so that the flag is technically at the spot where you need to take the core, but make it a weapon that cannot be picked up? And of course you could just replace the shaders with invisible ones so that no one sees it.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 10, 2011 01:10 AM
Msg. 39 of 48
lol you don't get it, the nav point will still be there and there is still a chance of the red team getting it, i want the flag to be out of reach, so there is no chance of them getting it, and the flag isn't a weapon, it's a netgame thing, you can change out the shaders, but only for both so the blue flag will be see through too, if you could make a script to make only the red flag untouchable then it would work, but as it stands, the red flag must pass over the blue flag's spawn point to get a point, and visa versa, so i can't put it out of reach and still be able to score
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Mar 10, 2011 01:19 AM
Msg. 40 of 48
Then what you're stating is impossible. Not even Reach's game engine would be able to do this.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 10, 2011 01:28 AM
Msg. 41 of 48
in reach, the game type with the core, it isn't ctf but it's a lot like it, and i thought it might be possible to make you score in a place that isn't your teams flag, look at this video and you'll see the game type i'm trying to imitate http://www.youtube.com/watch?v=sg_6XQWK4Lsin the game type you must secure 3 areas (not working on that right now), and then get the core and get it back to the phantom and you win, yes i think reach can do it, because i got it from there
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Mar 10, 2011 03:04 AM
Msg. 42 of 48
Back. Let's see now... we got that milkcookie's jetpack script request. requirements:replace the flashlight attachment with a damage effect that pushes you upwards (global short charge 10) (global short meow 117)
(script continuous power (sleep 30) (if (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) 1) (set charge (- charge 1)) (set charge (+ charge 1)) ) )
(script continuous deactivate (sleep_until (= charge 0)) (units_set_desired_flashlight_state (players) 0) )
(script continuous proper (if (> charge 10) (set charge 10) (+ meow 0) ) )
check We got gruntpower's sprint script request. not check. We got juiceboxhero's random stuff script request Gonna do that later. Finally, we have grunt eater's invasion script request. Ok this is pretty simple to achieve. Make the flags look like a core and spawn the blue flag in a room out of reach. Set a volume called pickup where you can go to score and then a cutscene flag called score in the room with the blue flag. This script basically teleports the player to the place with the flag if they have the red flag, waits for a while then ends the game. The codes are there but I am still experimenting with them so I'll let someone else do it. the codes are (unit_has_weapon <unit> <object_definition>) (volume_test_object <trigger_volume> <object>) (object_teleport <object> <cutscene_flag>) (sleep (* 2 30)) (sv_end_game)
-Zekilk Edited by cyboryxmen on Mar 10, 2011 at 03:38 AM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 11, 2011 03:42 PM
Msg. 43 of 48
Quote: --- Original message by: grunt_eaterin reach, the game type with the core, it isn't ctf but it's a lot like it, and i thought it might be possible to make you score in a place that isn't your teams flag, look at this video and you'll see the game type i'm trying to imitate http://www.youtube.com/watch?v=sg_6XQWK4Lsin the game type you must secure 3 areas (not working on that right now), and then get the core and get it back to the phantom and you win, yes i think reach can do it, because i got it from there It's called invasion
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 11, 2011 08:04 PM
Msg. 44 of 48
ok then, i'm making an invasion map, and now i'm working on it
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Mar 12, 2011 01:42 AM
Msg. 45 of 48
Hey guys, I found a new point script which works like gamma's portent firefight except that it gives you points every time you kill an enemy. You still need to make another script that changes the 'enemy' variable to the current one. (global short score 0) (global short temp 0) (global ai enemy wave1)
(script startup hudpoint (hud_set_timer_position 0 0 bottom_right) (pause_hud_timer 1) (show_hud_timer 1) (hud_set_timer_time 0 (score)) )
(script continuous score (set temp (ai_living_count enemy)) (sleep_until (> temp (ai_living_count enemy)) (set score (+ score 1)) )
-Zekilk Edited by cyboryxmen on Mar 12, 2011 at 01:42 AM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Mar 12, 2011 11:13 AM
Msg. 46 of 48
Quote: --- Original message by: ASP GRUNTSI need a method of identifying a specific digit in a number, and setting a global short to that digit. Say I have: (global short x1 0) (global short x2 0) (global short x3 0) (global short x4 0) (global short x5 0)
(global short x 12345) How would I be able set x1 to what's in the first digit (which is 5) and so on up to x5, which should be what's in the fifth digit (which is 1)? Oh, and I forgot to mention this. This method has to work for any number, even a randomly generated one. So..I won't already know what the digits are You only need this for 5 digit numbers, right? im kinda depressed that scripts cant use modulus since that would of been faster, but I got it done anyways. (global short x1 0) (global short x2 0) (global short x3 0) (global short x4 0) (global short x5 0) (global short x 12345) (global short temp 12345) (global short continue 0)
(script continuous discoverNumbers (if (and (= continue 0) (> temp 9999)) (begin (set temp (- temp 10000)) (if (> temp 0) (begin (set x temp) (set x1 (+ x1 1))) (if (> 10000 x) (set continue 1)) )) (if (and (= continue 1) (> temp 999)) (begin (set temp (- temp 1000)) (if (> temp 0) (begin (set x temp) (set x2 (+ x2 1))) (if (> 1000 x) (set continue 2)) )) (if (and (= continue 2) (> temp 99)) (begin (set temp (- temp 100)) (if (> temp 0) (begin (set x temp) (set x3 (+ x3 1))) (if (> 100 x) (set continue 3)) )) (if (and (= continue 3) (> temp 9)) (begin (set temp (- temp 10)) (if (> temp 0) (begin (set x temp) (set x4 (+ x4 1))) (if (> 10 x) (set continue 4)) )) (if (and (= continue 4) (> temp 0)) (begin (set temp (- temp 1)) (if (> temp 0) (begin (set x temp) (set x5 (+ x5 1))) (if (> 0 x) (set continue 5)) )) ) (Note, there is alot of unneeded stuff in there just to make sure it doesnt mess up (and because I was to lazy to read over it until just now when im trying to explain it)) temp and X variables should be identical. what happens each time, is it first checks weather it should be doing that math block right now (the continue variable) if so, and the number is still that many digits long, then continue to the following. take temp, remove 1 from that digit location (so, fifth place, remove 10000) and then make sure temp is above 0 (which it should be since we previously assured it was over that number) if it is indeed, we set x to temp, and add one to x#, then check that X is lower than how many can be extracted with that (fifth place, so lower than 10000), and if x is smaller, set the continue variable to the next digit. Depending on what number continue is at the time, it will run threw a different digit lengths checker (next number down). after it does the 1 digits, it sets continue to a number none of the checks use. After this script runs, be advised that it may take a second or two for it to run threw enough times to collect all your numbers, so don't use the variables imediatly. And you can chop a good amount of words out of the script and it will still work, but oh well, im half asleep.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 24, 2011 02:09 PM
Msg. 47 of 48
so this thread is probable dead but, i am looking for a script that will make it so if you enter a trigger volume it attaches an effect to a marker on the biped, sill have no idea what any of the scripting bible means, so i'm trying to figure this out to no avail :(
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Mar 25, 2011 09:24 AM
Msg. 48 of 48
Quote: --- Original message by: grunt_eater so this thread is probable dead but, i am looking for a script that will make it so if you enter a trigger volume it attaches an effect to a marker on the biped, sill have no idea what any of the scripting bible means, so i'm trying to figure this out to no avail :( I found out that the above scripts unfortunately do not sync online but in the process, a multiplayer alternative one that uses object_attach and object_detach. Use these commands to attach your effects to the bipeds. -Zekilk Edited by cyboryxmen on Mar 25, 2011 at 09:45 AM
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