[Resources] Script Library

This forum is for uploading new building blocks for maps such as tags and new models. Please do not post any copyrighted material (ie, models/textures from other games).
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SingingBlaze




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Post by SingingBlaze »

I have a request. Some one please write a tut on how to use SOL's compiler. I'm such a script nub. >_<
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GametagAeonFlux




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Post by GametagAeonFlux »

Good idea, and nice scripts so far guys. =D
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snakejknight




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Post by snakejknight »

well this is kinda useless but it is a woking script... it kills u every 600 units of time...

Code: Select all

(script continuous none 
  (begin 
   (sleep 500) 
   (damage_players objects\weapons\support_low\brute_shot\damage_effects\grenade_impact) 
   (sleep 100) 
   (damage_players objects\weapons\support_high\rocket_launcher\damage_effects\rocket_launcher_explosion)
  )
)
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Munsie




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Post by Munsie »

snakejknight wrote:well this is kinda useless but it is a woking script... it kills u every 600 units of time...
It all depends on what you want to do. I was thinking of making an in-game cinematic kind of thing, and I need a script like that, to zap MC's shields on cue.

~Munsie
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snakejknight




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Post by snakejknight »

thats possible... i was wondering if it was possible to call on a bink video, then we can make out own campain maps
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Munsie




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Post by Munsie »

snakejknight wrote:thats possible... i was wondering if it was possible to call on a bink video, then we can make out own campain maps
That would be pretty cool. Terminal without invisible barriers would probably be the best (skinned darker.)

~Munsie
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turk645




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Post by turk645 »

Code: Select all

 (script continuous lowgrav
  (begin
    (physics_set_gravity 1)
    (if (player_action_test_melee)
      (physics_set_gravity 0.5)))
    (player_action_test_reset)
   )
)
this script will make the gravity temporaraly lower as long as the B button is held down. It is mostly useful for machinima makers who are trying to move a heavy or stuborn object (like soda machines).
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snakejknight




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Post by snakejknight »

very interesting

edit: my favorite script yet
Last edited by snakejknight on Sat Nov 04, 2006 5:17 pm, edited 1 time in total.
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T Beezie




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Post by T Beezie »

SingingBlaze wrote:I have a request. Some one please write a tut on how to use SOL's compiler. I'm such a script nub. >_<
I think that would be useful, ^_^
I'm such a script nub, 2. >_<
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Post by -DeToX- »

Why do you think he created the contructor? :roll:
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SingingBlaze




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Post by SingingBlaze »

Yer but I can't use it to compile my scripts, seriously I can't do it. I feel so ashamed. :(
PyroBlizzard




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Post by PyroBlizzard »

Yeh i want to put a script into coag but when i load the map up it doesnt work. Maybe this is where tut could be useful.
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snakejknight




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Post by snakejknight »

for coag u have to bring over the scrips reflexive... i use elongation because it only has three scripts... then delete two of them and compile w/e script u want
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Post by PyroBlizzard »

see i know you understand what your saying but i do not. That is why a tutorial would be handy. Because i do not know what i do with a scripts reflexive and where it is. And i do not understand how to compile.
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ali954
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Post by ali954 »

idn if its even possible, but a script to change a float value. like chance the water level in the bsp
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snakejknight




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Post by snakejknight »

that would be interesting... like have a high and low tied
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G.I.R.




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Post by G.I.R. »

Soldier of Lite wrote:Great idea. Here's an interesting one for you guys to play with:

Code: Select all

(object_create gun)
(weapon_hold_trigger gun 0 true)
(sleep x)
(weapon_hold_trigger gun 0 false)
(object_destroy gun)
Makes an instance of the script object "gun" and fires it for x seconds, then deletes it. This is how the SP scarab guns work.

Also, all of these scripts can be compiled using my new program ScriptTools ;).
How do you specify which gun that spawns?
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snakejknight




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Post by snakejknight »

well playing around w/ scripts and lighting... and here u go (try this out its kinda fun)

Code: Select all

(script continuous Drunken_Monkey
  (begin 
   (sleep (random_range 100 500)) 
   (fade_out 5 4 3 (random_range 10 500)) 
   (sleep 100) 
   (fade_in 3 4 5 (random_range 10 100))
  )
)
PyroBlizzard




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Post by PyroBlizzard »

Code: Select all

(object_create objects\weapons\rifle\smg\smg.weap)
(weapon_hold_trigger objects\weapons\rifle\smg\smg.weap 0 true)
(sleep x)
(weapon_hold_trigger objects\weapons\rifle\smg\smg.weap 0 false)
(object_destroy objects\weapons\rifle\smg\smg.weap)
Im pretty sure u replace them with the weap name of the gun u want. Such as:
objects\weapons\rifle\smg\smg.weap
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G.I.R.




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Post by G.I.R. »

The (sleep x) function doesn't work :?
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