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scripts.dll 1.5 [message #67915] |
Sat, 21 February 2004 20:03 |
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ok, new script.
Any vechicle that enters the zone will have Disable_Vechicle_Transitions called on it and any vechicle that exits the zone will have Enable_Vechicle_Transitions called on it.
Almost enough ideas to do a 1.5 but not quite
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scripts.dll 1.5 [message #67942] |
Sat, 21 February 2004 22:13 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
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General (1 Star) |
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Is there a script that would decloak a stealthy unit? I know there is one that can cloak, but decloak?
Quote: |
Quote from IRC
<[Digital]> get man_fucking_a_car.mpg
<[Digital]> ah fuck wrong window
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scripts.dll 1.5 [message #68117] |
Sun, 22 February 2004 15:38 |
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Poke doesnt work in multiplayer.
Also, you cant change the current char of a player via scripts
I will think about force-fire base defences.
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scripts.dll 1.5 [message #68134] |
Sun, 22 February 2004 16:38 |
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If I understand what you want to do, they are possible with various combinations of existing scripts.
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scripts.dll 1.5 [message #68141] |
Sun, 22 February 2004 16:54 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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how about a real bounce pad script...with settable jump velocity...the current one just teleports you to a set z axis location.
I'd like to have one where you make a zone and it set's jump velocity for object then enters it.
so player X enters zone velocity set to 30 which would enable player to reach a platform high above.
it would have to remove jump velocity changes back to normal after exit of the zone.
and possibly a set gravity on objects that enter the zone.
I'd really like to see a true CTF script...where when the player drops the flag it doesnt return until the team picks it up and returns it.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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