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Scripts
03 Sep 10, 06:52PM
Post: #331
RE: Scripts
You can change them to say happy things about unicorns and butterflies!
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03 Sep 10, 06:57PM
Post: #332
RE: Scripts
I'm guessing the only mod that checks this thread is DES|Bukz, and I have a feeling that he doesn't do anything, unless forced to.
I cant say anything happy about them, cuz I killed them all when the new shotgun came out.
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04 Sep 10, 11:19AM
Post: #333
RE: Scripts
Quote:DES|V-Man
Code:
echo (c 0)This is a color-tagged line. (c x)
echo (c 1)Notice how words on the right-hand side of the tag can touch it. (c x)
echo (c 9)However, words on the left-hand side of the tag need a space before the tag. (c x)
echo (c 6)Tags can (c 4)arbitrarily change the color (c 5)without needing a closer. (c x)
echo (c 3)Tags don't always need to be closed, either.

hmm, whats the difference between this and the old way to make collours?
Code:
echo 0This is a color-tagged line.
echo 1Notice how words on the right-hand side of the tag can touch it.
echo 9However, words on the left-hand side of the tag need a space before the tag.
echo 6Tags can 4arbitrarily change the color 5without needing a closer.
echo 3Tags don't always need to be closed, either.
i think this way is easier :P
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04 Sep 10, 05:19PM (This post was last modified: 04 Sep 10 05:25PM by Bukz.)
Post: #334
RE: Scripts
Actually, many Mac users had problems using the special character before the numbers that was required in the "old method" of inserting colors into the game. The parenthesis used now are much more common on all sorts of OS's and machines, so while it may be easier for you with the old method, it's now easier for the majority. :P
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04 Sep 10, 06:56PM
Post: #335
RE: Scripts
Is there a way for someone to make a script that the radarheight and radarentsize changes for every map. Like if for ac_shine I want it to be something else than in ac_werk I can put it it on the script? :D
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04 Sep 10, 07:21PM
Post: #336
RE: Scripts
Autoexec Me
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04 Sep 10, 07:32PM
Post: #337
RE: Scripts
I'm part of the majority, so thats why its very important.
I dont know if there is a script to recognize what map you just changed to. Wait, try onmaploadalways, or a command like that, that when the map loads, do curmap and check it. Then you could compound "if" commands to check for what map it is. And set the height.
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04 Sep 10, 08:43PM (This post was last modified: 04 Sep 10 08:43PM by Gibstick.)
Post: #338
RE: Scripts
(04 Sep 10 07:21PM)Gibstick Wrote:  Autoexec Me
It recognizes the map you just changed to.
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05 Sep 10, 03:59AM
Post: #339
RE: Scripts
The only problem with the auto sorry script...
Code:
..!.._f*ckyou splattered teammate MMNHG
Xu|Orynge: Sorry mate :(
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05 Sep 10, 06:04AM (This post was last modified: 05 Sep 10 08:11AM by Bukz.)
Post: #340
RE: Scripts
Fixed auto-sorry upon teamkill script, thanks for pointing that out Orynge. :)

http://pastebin.com/raw.php?i=Ug1N0EZy

For AC 1.1.0.2 +
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05 Sep 10, 08:01AM
Post: #341
RE: Scripts
I find that changing
Code:
sleep 1 [tkchk]
to
Code:
sleep 1000 [tkchk]
helps since sometimes with the default one there is so much activity going on the player expects an apology 1-2 seconds later but didn't realize he got it 1 ms after he got tk'ed.
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05 Sep 10, 08:11AM (This post was last modified: 05 Sep 10 08:16AM by Bukz.)
Post: #342
RE: Scripts
Ahh nice, logically I expected a longer sleep to miss some tk's, but after a quick edit and testing on some bots, I see that it works fine.

http://pastebin.com/raw.php?i=Ug1N0EZy

Ty Wolf

Edit: Since I have not tested it on a full server or anything, it still /could/ miss some tk's if it happens during a "console spam" moment.
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05 Sep 10, 10:51PM
Post: #343
RE: Scripts
If you put the extended sleep after the recognition of a teamkill rather than on every loop, you'll miss far fewer instances.
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06 Sep 10, 01:11AM
Post: #344
RE: Scripts
I was just about to say that V-Man.
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06 Sep 10, 07:40AM (This post was last modified: 06 Sep 10 07:40AM by Bukz.)
Post: #345
RE: Scripts
Does not work, already tried it, unless I noobed something. :x

The console gets spammed by "Sorry!'s"..
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06 Sep 10, 11:22PM (This post was last modified: 06 Sep 10 11:25PM by DES|V-Man.)
Post: #346
RE: Scripts
Did you try this way?
Code:
// On TK message script by DES|Bukz. Little mod by Kirin.

if (! (strstr $mapstartalways tkchk)) [add2alias mapstartalways [sleep 1000 [tkchk]]] []
if (checkalias srymsg) [] [srymsg = "Sorry Mate :("]

tkchk = [
    if (= $connected 1) [ // Only apologize to real people :p
        if (! (strcmp (at $conline 0) " 3you")) [] [ // Workaround for stupid people who use "you" in their nicks
        if (strstr $conline "you fragged teammate ") [sleep 1000 [say (concatword % $srymsg)]; conline [ ]] []
        if (strstr $conline "you gibbed teammate ") [sleep 1000 [say (concatword % $srymsg)]; conline [ ]] []
        if (strstr $conline "you splattered teammate ") [sleep 1000 [say (concatword % $srymsg)]; conline [ ]] []
        if (strstr $conline "you knifed teammate ") [sleep 1000 [say (concatword % $srymsg)]; conline [ ]] []
        if (strstr $conline "you headshotted teammate ") [sleep 1000 [say (concatword % $srymsg)]; conline [ ]] []
    ]
    sleep 1 [tkchk]
][]]

newmenu "sorrymsg"
menuitemtextinput "Auto-sorry upon TK msg: " "result $srymsg" "srymsg = $arg1"
I put the sleep and the conline-emptying as two separate actions in the same brackets of the "if" statements. I also gave the "at" command a second argument, just in case.
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06 Sep 10, 11:32PM (This post was last modified: 06 Sep 10 11:41PM by Bukz.)
Post: #347
RE: Scripts
I wasn't using the semicolons, nice man! :)

Edit:

I see what you did there, the one I tried had the conline emptier within the sleep, bah...



Copy/paste-able, fixed Auto-Sorry upon TK script available below:

http://pastebin.com/raw.php?i=Cki53zgf
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07 Sep 10, 09:47AM
Post: #348
RE: Scripts
Simpleswitch is gone ?
I want F for pistol and if i press F again i want back to SMG.
Its not working..
How do i solve it ?
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07 Sep 10, 09:49AM
Post: #349
RE: Scripts
Code:
bind F "if (primary) (secondary)"
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07 Sep 10, 10:47AM
Post: #350
RE: Scripts
WOOT TY FLOPPY!
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07 Sep 10, 02:50PM
Post: #351
RE: Scripts
nice bunch of scripts here lol
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Yesterday, 07:05AM
Post: #352
RE: Scripts
Check it:
Code:
bind F [primary; secondary]
It works because the game tries to execute both commands. If you already have the primary selected, the "primary" part is considered already completed, and the "secondary" command is then attempted (and vice-versa).
Thus, the "if" part is superfluous. Actually it threw me off for a while trying to figure out how that works! ;-)
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