Home » Renegade Discussions » Mod Forum » Scripts Release Soon
Re: Scripts Release Soon [message #299386 is a reply to message #299381] |
Tue, 27 November 2007 12:31 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma:
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General (3 Stars) |
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Jerad Gray wrote on Tue, 27 November 2007 14:14 | Well now that I can finally get back on the site:
IronWarrior wrote on Tue, 27 November 2007 07:48 |
Jerad Gray wrote on Tue, 27 November 2007 07:49 |
renalpha wrote on Tue, 27 November 2007 02:35 | make a timer sound script
example
Sound 1 triggered by zone 1
play sound 1
after 5seconds sound 2
after 15seconds sound 3
for the voice sounds for coop
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Should it only run once or cancel if someone leaves the zone?
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He wants it to play the once when the mission starts, like zunnie's, but if you are able to make an option where it could play more then once, then that be cool.
Have a value added like repeat 0 for no, 1 for yes.
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Would you like it to reset when a player enters the zone, or continue going until it has finished, and then it can be triggered again?
Oblivion165 wrote on Tue, 27 November 2007 08:37 | Theres always Oblivion's kick ass time machine script.
Oblivion165 wrote on Sun, 15 July 2007 00:08 | I always wanted to make a time travel script. One that records everything that has health to 10 slots.
Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.
Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in
Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in
Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.
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This one actually seems easier then the swimming script I am currently working on, well at least until you get to the part where a person has quit the game or a building has been destroyed. Besides that it would be easy to reset the player credits, health position, ect. And recreate vehicle that were on the map at the time, and destroy ones that weren't. You would have to have a script attached to every unit and vehicle on the map but by modding some temp presets it would be easy to do. The only hard part would be the flippen building controllers.
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Wouldn't it be possible to create on map load a spare set of controllers, and move them into position if and when neccessary? Then destroy them all at the end if they wasn't neccessary?
I've never tried that approach, but I remember thinking about it before.
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Scripts Release Soon
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Re: Scripts Release Soon
By: nopol10 on Tue, 27 November 2007 02:01
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Re: Scripts Release Soon
By: reborn on Tue, 27 November 2007 12:31
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Re: Scripts Release Soon
By: cAmpa on Tue, 27 November 2007 14:19
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Re: Scripts Release Soon
By: BlueThen on Tue, 27 November 2007 15:29
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Re: Scripts Release Soon
By: BlueThen on Wed, 28 November 2007 14:00
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Re: Scripts Release Soon
By: bisen11 on Wed, 28 November 2007 12:21
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Re: Scripts Release Soon
By: nopol10 on Thu, 29 November 2007 02:01
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Re: Scripts Release Soon
By: cnc95fan on Thu, 29 November 2007 06:24
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Re: Scripts Release Soon
By: bisen11 on Thu, 29 November 2007 06:39
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Re: Scripts Release Soon
By: cnc95fan on Thu, 29 November 2007 08:22
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Re: Scripts Release Soon
By: bisen11 on Thu, 29 November 2007 08:41
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Re: Scripts Release Soon
By: cnc95fan on Thu, 29 November 2007 09:20
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Re: Scripts Release Soon
By: bisen11 on Thu, 29 November 2007 12:46
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Re: Scripts Release Soon
By: cnc95fan on Thu, 29 November 2007 12:58
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Re: Scripts Release Soon
By: nopol10 on Sat, 01 December 2007 16:45
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