19 Jul 11, 12:04AM
um... what?
Scripts
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19 Jul 11, 12:04AM
um... what?
It's just I have my personal opinions about scripts...
Other than helpful server scripts or the nice ones you've posted like RapidFire screenshots, anything regarding weaponry 'weaponswitch' alike since they are not implemented in the original source I consider it unfair toward those who do not have these "make your life easier". That's it, it's my point of view, useless to come and flame as I won't respond.
19 Jul 11, 06:14PM
is there variable that measure your health?
19 Jul 11, 07:56PM
Not yet, but it's already implemented for the next version.
19 Jul 11, 08:33PM
ugh... now I want next version yet I hate next version
19 Jul 11, 10:59PM
@Cleaner: Good to know our opinions are opposed, yet equally strong.
@Bugboy: Stop hatin'. You know you want it.
20 Jul 11, 03:33AM
Is it possible to have a script that changes to the pistol after the primary is empty? Or a knife if the pistol is empty?
20 Jul 11, 07:57AM
Yes, if it is all bound to a key. Auto-weapon switching without pressing a keybind is not allowed anymore.
20 Jul 11, 09:38AM
IMO if you can't keep track of ammo and be able to switch to another weapon at short notice you should just uninstall
20 Jul 11, 02:25PM
My concern is switching to a sniper rifle if the knife is empty.
(20 Jul 11, 02:25PM)V-Man Wrote: My concern is switching to a sniper rifle if the knife is empty.equally strong concern XD btw, when are we gonna be able to use our boots? V-Man sort this script out will ya... bind key [*] fire/slash/boot even better bind key [*] fire/slash/headbut/boot/ * Cleaner wonders how comes no one came with a teabaggin script
20 Jul 11, 09:21PM
(This post was last modified: 20 Jul 11, 09:21PM by Ronald_Reagan.)
DES|Cleaner, I was going to try, however you canot do actions without their keys getting pressed. The action has to be keybound, so the key can be held down.
If AC could tell the keyboard to turn caps lock on/off, it would be more feasible. :D
And no using the headbutt hack! Actually, headbutt/slash/kick are in the same range, it'd just be a matter of making the weapon model look like you're kicking. Headbutting would definitely be a challenge, though.
21 Jul 11, 09:46AM
21 Jul 11, 08:18PM
I was wondering if someone could make a script for me, some may know that I had problems with Svearks server mod, and now only I can claim admin due to the password hashing, I wanted some way for other people to get admin, so I thought that, someone could make a script that made it so, when people say into the chat "CLAIMADMIN", it would make me (if I already didn't have admin) claim admin, give them admin, then tell them "PM me the password in this format "!PM Killerxxx setadmin <PASSWORD>" in less then 20 seconds to succesfully claim admin" And if they didn't PM me the pass in time, I would claim admin, kick the player, remove all bans and open the mastermode, even if they didn't change any of it.
25 Jul 11, 02:42PM
you would have to mod the server
25 Jul 11, 03:41PM
Also, you should rethink if that's really what you want. You better fix the problem instead of giving arbitrary people admin (remember, 20 seconds are more than enough to kick the server empty or possibly do other nasty tricks).
25 Jul 11, 09:44PM
10 seconds :P and no I wouldn't have to mod the server, the server is already modded, the !pm Killerxxx part is taken apart of
25 Jul 11, 10:14PM
(20 Jul 11, 07:57AM)Bukz Wrote: Yes, if it is all bound to a key. Auto-weapon switching without pressing a keybind is not allowed anymore. Can you do an if on a keybind? I have no idea how to use CS yet, so here is the idea. //-// TERRIBLE CODE ENSUES //-// [SELECT ALL] Code: bind mouse1 //-// THE PAIN IS OVER //-// Would something like that work? //Edit: Just read 888's script. I assume it would be similar. //Double Edit: Saw the first post's pistol switch. I'll read from now on. (25 Jul 11, 09:44PM)killerxxx Wrote: 10 seconds :P and no I wouldn't have to mod the server, the server is already modded, the !pm Killerxxx part is taken apart of more like... 50 milliseconds? [SELECT ALL] Code: say "CLAIMADMIN"
26 Jul 11, 05:52PM
What is the code?
09 Sep 11, 06:20PM
Ok, I've been working on this script for a almost a week now. I've had input from my clan mates and some people I trust to be nice. I'd like to see what the community thinks about this script. It's under on going development, but I don't foresee any more major changes. I would like to include the logic of this script in a cfg file but am ignorant as to there use. Feel free to push, prick, prod, dissect and otherwise criticize this script. Thanks.
If for some reason you want to see where this all started visit my clan's website: Crosshair Switcher by Verse [SELECT ALL] Code: // Crosshair Switcher by Verse version 0.31
10 Sep 11, 12:09AM
Woah! Fancy!
Your next step would be to make a menu for convenient in-game adjustments.
10 Sep 11, 01:09AM
Ok then how do you return a value from a menu?
I"ve made some basic menus, but all the variables were static at runtime. Is it possible to dynamically change a variable after ac has started?
To change what a menu displays, you can use menuitemvar, menuitemtextinput, or menuitemslider. menuitemcheckbox displays a 1/0 variable in the form of a checked box.
To have a menu change variables in your script, just have the command that changes that variable as the command argument for any menuitem that has it. Example: [SELECT ALL] Code: menuitemslider [Crosshair size: ] 0 50 $crosshairsize 5 [] [crosshairsize $arg1] menuitemslider (description) (min) (max) (value to set slider to) (change increments) (list of things to display for each step) (command to execute on change) The "list of things to display for each step" argument can be left blank to simply allow the numerical value to be displayed. menuitemvar's description field can be based on cubescript evaluations. Its arguments are: menuitemvar (evaluate and display) (command to execute when selected) (command to execute when hovered over) menuitemkeyinput can be used to change keybinds in-game: menuitemkeyinput (description of the command to be bound) (command to be bound) Example: [SELECT ALL] Code: menuitemkeyinput [Switch to grenades] [grenadesCustCrosshair]
Thanks V-Man, that is exactly what I was looking for.
Oh, will the settings be remembered from session to session? I suppose I will find out ;)
10 Sep 11, 07:43PM
Well I've ran into a wall with the menu. This is my first real script and my guess is that I will have to come back to this problem when I understand more. That said, I realized that I don't really understand the menuitemslider.
[SELECT ALL] Code: menuitemslider [Crosshair size: ] 0 50 $crosshairsize 5 [] [crosshairsize $arg1] [SELECT ALL] Code: ...
10 Sep 11, 08:02PM
Well, with that code, you don't set crosshairsize anywhere. Did you mean to write
[SELECT ALL] Code: Setting_Knife_Size = [ crosshairsize $arg1]
Looks like he wants to set an alias to store what the knife crosshairsize would be when knife is selected. Don't worry, Verse, you merely forgot to use the equals sign to define the alias in the menu. Happens to me all the time.
Also remember that you're wanting to set the crosshairsize in that later alias, so use the command "crosshairsize" and have the variable as its argument. [SELECT ALL] Code: ... (and on a personal note, IMO having "1" as the step value would make it tedious to get from one end of the crosshairsize spectrum to the other.) |
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