There is plenty of ways to do it, as well as however you want to communicate between hosts and clients (usually, this is done via biped crushing. You can do so, or use another method if you so choose)
(global short points 0)
(global short mystery_time -1)
(global object_name mystery_display ar)
(script continuous mystery_box
(if (or (and (= (device_group_get mysteries) 0) <favorite_host_test>) <favorite_method_communicating_with_clients>)
(begin
<communicate_to_client>
(device_set_position box 1)
(if (= mystery_time -1)
(if (>= points <required_points>) (begin (set mystery_time (random_range 15 20)) (set points (- points <required_points>))) (device_group_set mysteries 0))
(begin
(object_teleport mystery_display scenery_storage)
(cond
((= mystery_display ar) (set mystery_display pr))
((= mystery_display pr) (set mystery_display hp))
((= mystery_display hp) (set mystery_display sg))
((= mystery_display sg) (set mystery_display ar))
((= 0 0) (set mystery_display ar))
)
(if (> mystery_time 0)
(begin
(objects_attach box "attach" mystery_display "")
(objects_detach box mystery_display)
)
(begin
(if <favorite_host_testing> (cond
((= mystery_display ar) (effect_new_on_object_marker "effects\spawn_weapon\assault_rifle" box "attach"))
((= mystery_display pr) (effect_new_on_object_marker "effects\spawn_weapon\plasma_rifle" box "attach"))
((= mystery_display hp) (effect_new_on_object_marker "effects\spawn_weapon\pistol" box "attach"))
((= mystery_display sg) (effect_new_on_object_marker "effects\spawn_weapon\shotgun" box "attach"))
))
(device_group_set mysteries 1)
)
)
(set mystery_time (- mystery_time 1))
)
)
)
(begin
(device_set_position box 0)
<if_required,_undo_client_communication>
)
)
(sleep 10)
)
There is billions of ways to change it up, but that will work when you toss in your favorite method of host testing, and communicating with clients (most likely biped squishing)
It uses scenery items to show the scrolling items, then it uses an effect to spawn the currently shown item (You could use a .weapon placed in sapien, attach-detach, but then you have to have a bunch of each weapon, incase that named weapon is already in use. Theres billions of different ways to re-write it, based on however you want it done)
In all honesty, you really only need a random_range assigned to variable, check what variable it is, then create the weapon in your favorite fashion. Then, if its MP, add from there. Depending on whether your doing it in MP or not, what I gave you might even have more than what your interested in to begin with.
EDIT:Quote: --- Original message by: jackrabbit
that's zteams I think it was in the weapons they released.
Edited by jackrabbit on Dec 10, 2013 at 08:40 PM
If your refering to the video jesse released sometime recently, then that box came from some gbx he gave me, which I then added proper nodes, collision, animation quickly.. I believe it was ripped from one of the games with the DX ripper, but idk.
The script I just posted is a modified version of that video (the copy im using, is a static, and it doesnt even have any client stuff)
Edited by kirby_422 on Dec 10, 2013 at 08:56 PM