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Scripts
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03 Sep 10, 06:52PM
Post: #331
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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
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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
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RE: Scripts
Quote:DES|V-Man hmm, whats the difference between this and the old way to make collours? Code: echo 0This is a color-tagged line. |
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04 Sep 10, 05:19PM
(This post was last modified: 04 Sep 10 05:25PM by Bukz.)
Post: #334
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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
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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
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04 Sep 10, 07:32PM
Post: #337
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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
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RE: Scripts
(04 Sep 10 07:21PM)Gibstick Wrote: Autoexec MeIt recognizes the map you just changed to. |
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05 Sep 10, 03:59AM
Post: #339
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RE: Scripts
The only problem with the auto sorry script...
Code: ..!.._f*ckyou splattered teammate MMNHG |
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05 Sep 10, 06:04AM
(This post was last modified: 05 Sep 10 08:11AM by Bukz.)
Post: #340
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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
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RE: Scripts
I find that changing
Code: sleep 1 [tkchk]Code: sleep 1000 [tkchk] |
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05 Sep 10, 08:11AM
(This post was last modified: 05 Sep 10 08:16AM by Bukz.)
Post: #342
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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
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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
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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
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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
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RE: Scripts
Did you try this way?
Code: // On TK message script by DES|Bukz. Little mod by Kirin. |
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06 Sep 10, 11:32PM
(This post was last modified: 06 Sep 10 11:41PM by Bukz.)
Post: #347
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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
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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
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RE: Scripts
Code: bind F "if (primary) (secondary)" |
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07 Sep 10, 10:47AM
Post: #350
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RE: Scripts
WOOT TY FLOPPY!
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07 Sep 10, 02:50PM
Post: #351
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RE: Scripts
nice bunch of scripts here lol
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Yesterday, 07:05AM
Post: #352
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RE: Scripts
Check it:
Code: bind F [primary; secondary]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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