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[mod] GroundHog Day Zanzibar *scripts!*
Posted: Wed Sep 13, 2006 6:35 pm
by Agent ME
I bring you... GroundHog Day Zanzibar!
(For those who haven't seen the movie groundhog day, the day Feb 2nd kept repeating just for this guy, but to everyone else it was normal - just watch that movie!)
Open the zanzibar gate, and 60 seconds... a flying hippo kills you. I think you can infer from the mod name what may happen really.
To cancel the reverting, simply close the gate (yes, I made it open/closable).
This mod wasn't insanely hard or anything, I'm just releasing it to renew interest in scripting
and get the people with renewed interest to bug someone to make a better compiler - arithmetic expressions don't even work right in the current one...
Also another thing - if you use Yelo trainer with "Debug Output" turned on, various messages will be output by the scripts to inform you of how they are working. When you start the level with the option on, you'll get the messages shown in the screenshot for example.
System Link: This mod freezes often in System Link, whether or not the other clients have the mod (scripts are only run for connection host).
DOWNLOAD (with compiler-safe source code)
Source Code Alone
Posted: Wed Sep 13, 2006 6:36 pm
by G.I.R.
So this does...What exactly?
Posted: Wed Sep 13, 2006 6:38 pm
by Agent ME
After 60 seconds the game reverts back a bit in time - if you take a look at the source code - or try it out - you'll get a better understanding of it.
Posted: Wed Sep 13, 2006 6:39 pm
by x088x
Yeah, I'm wondering the same thing. A video maybe?
Posted: Wed Sep 13, 2006 6:40 pm
by WastingBody
Or you could play the mod.
Posted: Wed Sep 13, 2006 6:40 pm
by G.I.R.
Agent ME wrote:After 60 seconds the game reverts back a bit in time - if you take a look at the source code - or try it out - you'll get a better understanding of it.
=o! Cool.
Posted: Wed Sep 13, 2006 6:42 pm
by Agent ME
When you open the gate, the game makes a checkpoint (but it DOES NOT do the "Checkpoint... Done" message - it only shows that in SP). And another script senses the gate is open, starts a timer (of 60 seconds), and if its still open at the end, it uses the game_revert command, which reverts to the last checkpoint.
Posted: Wed Sep 13, 2006 6:43 pm
by latinomodder
Now thats one complex script! Its really cool will try soon
Posted: Wed Sep 13, 2006 6:51 pm
by StalkingGrunt911
Sounds cool never saw the movie or ever heard about it but it has Adam Sandler so I got to watch it.
Re: [mod] GroundHog Day Zanzibar *scripts!*
Posted: Wed Sep 13, 2006 6:55 pm
by xbox7887
Agent ME wrote:(For those who haven't seen the movie groundhog day, which I think starred Adam Sandler, the day Feb 2nd kept repeating just for him, but to everyone else it was normal - just watch that movie!)
BILL MURRAY != ADAM SANDLER!!!!!
Posted: Wed Sep 13, 2006 6:57 pm
by Agent ME
Eh, it's been forever since I saw the movie... and I was just about to edit that part out too, but nnnooooo....

Posted: Wed Sep 13, 2006 6:57 pm
by x088x
Whoa, that sounds really cool. I can't wait to try it.
Posted: Wed Sep 13, 2006 6:58 pm
by Kamatzu
Yeah it was Bill Murray, awesome movie. Sounds sweet, I shall play this! I <3 scripts to infinity and beyond.
Posted: Wed Sep 13, 2006 6:59 pm
by xbox7887
You also probably aimed at basing this mod off of the movie Caddyshack, which also stars bill murray

Posted: Wed Sep 13, 2006 7:01 pm
by Agent ME
Caddyshack? Never heard of that movie. What's that about?
Posted: Wed Sep 13, 2006 7:03 pm
by xbox7887
A pesky groundhog...groundhog day is when a weatherman (Bill) experiences the same day (groundhog day) over and over again...you're getting the plots/titles/actors all mixed up

Posted: Wed Sep 13, 2006 7:04 pm
by scynide
StalkingGrunt911 wrote:Sounds cool never saw the movie or ever heard about it but it has Adam Sandler so I got to watch it.
No it is not Adam Sandler. It is Bill Murry. Believe me, that is one of my favorite movies because I think it would be kinda cool to have the same thing happen for about a week or so. (The peeps that have seen this movie know what I am talking about) Nice job on this mod. It gets a little confusing at first, but you get the hang of it. I bet the scripting was sorta a pain.
Edit: In the time it took me to post this, lots of peeps beet me to it.

Posted: Wed Sep 13, 2006 7:13 pm
by Agent ME
The scripting in some places hit a few snags in a few places - mainly involving the global. Apparently the compiler is a bit picky with them, and (hog_stat) isn't good enough, I need to go in-depth with (= hog_stat true)

So much for freedom with booleans.
But this is about nothing compared to a lot of the coding/scripting I've done in the past. In ZDooM
(mainly DooM2 sourceport, but supports about everything that uses the DooM engine - and it added in HeXeN's powerful scripting features to all games) I had set up around a thousand lines of code to control a level voting system for multiplayer games, and the systems for spawning custom weapons
(zdoom at the time wasn't the greatest in handling weapons taken from other games, and getting them to respawn right in multiplayer), and some other interesting things...
This mod was about a walk in the park compared to that type of stuff I've done. Now soon as a compiler comes out with better support for various features, I'll probably be glued to my monitor just trying to think up some insane stuff to do...
Posted: Wed Sep 13, 2006 7:14 pm
by DoorM4n
Offtopic:
Caddyshack is honestly the funniest movie ever made...6 stars of 5
Posted: Wed Sep 13, 2006 7:56 pm
by Shalted
Wow, cool, somebody actually used my compiler =D.
Hmm, And I though I refrenced strings wrong

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Great work!