Posted: Mon Nov 06, 2006 9:40 pm
that script can also be found, along with others (player1, weather, etc.) in some maps like gemini.
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http://www.halomods.info/
Code: Select all
(script continuous beast_mode
(begin
(sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 1)
(player_effect_set_max_rotation 0 1 0.5)
(player_effect_set_max_rumble 1 0.75)
(player_effect_start 0.25 2)
(object_set_scale 1.5)
(object_cannot_take_damage (player0))
(sleep 400)
(object_can_take_damage (player0))
(sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 0)
(object_set_scale 1)
(player_effect_stop)
)
)
seeing as how scripts werent really ment for MP im going to say no.SingingBlaze wrote:Hey do you reckon someone would know how to make a script that makes it so whenever someone on Team A dies they change to Team B? Something like that for the gametype zombie.
Also how about one that changes assault to a CS like sort of game so when one player dies they have to wait until the end of the game to respawn? Thanks for the help.
you dont need a script for that just make it one life in the game optionsSingingBlaze wrote:Also how about one that changes assault to a CS like sort of game so when one player dies they have to wait until the end of the game to respawn? Thanks for the help.
do not try this on slc... i tried it and it totaly fucked my 360, it atualy stopped working and i never had any problems w/ it before... when the game restarted on my xbox my 360 froze and will no longer turn back onAgent ME wrote:The command "map_reset" would probably work better, and probably be SLC.Hawaiian Modder wrote:Code: Select all
(script continuous Game_Restart (begin (sleep 500) (game_revert) ) )
It needs .weapon at the end of the ident. Try that.ali954 wrote:for some reason this wont compile
Code: Select all
(script continuous beast_mode (begin (sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 1) (player_effect_set_max_rotation 0 1 0.5) (player_effect_set_max_rumble 1 0.75) (player_effect_start 0.25 2) (object_set_scale 1.5) (object_cannot_take_damage (player0)) (sleep 400) (object_can_take_damage (player0)) (sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 0) (object_set_scale 1) (player_effect_stop) ) )
Hehe... look luck with that one...Poison_of_life wrote:How about someone makes a script so when you open the zanzibar gate a timer starts and 30 seconds later the building is "destroyed", maybe spawning the nuke explosion form metro or something.
After I do that everything else under its deleted when I look at the script again. causing the game to freeze(script dormant e1_mars_johnson_main
(begin
(ai_place e1_mars_johnson)
(object_cannot_die (ai_get_object e1_mars_johnson/johnson0) True)
(ai_set_active_camo e1_mars_johnson/johnson0 True)
(cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_entry)
(sleep_until (and (> (ai_spawn_count e1_cov_inf0_2) 0) (<= (ai_living_count e1_cov_inf0_2) 0)))
(sleep_until (volume_test_objects tv_e1_on_building (ai_actors e1_mars_johnson)) 30 450)
(sleep (ai_play_line e1_mars_johnson/johnson0 ))
(print "they know we're here")
(game_save)
(wake objective0_set)
(sleep_until (> (ai_spawn_count e1_cov_inf1) 0))
(sleep 60)
(ai_play_line e1_mars_johnson/johnson0 )
(sleep_until (> (ai_spawn_count e1_cov_phantom0_0) 0))
(sleep_until g_e1_cov_phantom0_1_arrived)
(sleep 60)
(sleep (ai_play_line e1_mars_johnson/johnson0 ))
(sleep_until g_e1_mars_pelican0_appeared 15)
(cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_finale)
(sleep_until g_e1_mars_pelican0_departing 3 one_minute)
(sleep 20)
(sleep (ai_play_line e1_mars_johnson/johnson0 ))
(wake music_03a_02_start)
)
)
(script dormant e1_mars_inf1_main
(begin
(ai_place e1_mars_inf1)
(object_cannot_die (ai_get_object e1_mars_inf1) True)
)
)
Code: Select all
(script continuous shield_respawner
(begin
(sleep_until (<= (object_get_health scenarios\objects\multi\dune\dune_gate\dune_gate.mach) 0))
(object_create scenarios\objects\multi\dune\dune_gate\dune_gate.mach)
)
)
Code: Select all
(script continuous damage_script
(begin
(sleep_until (or (player_action_test_vision_trigger)
(player_action_test_primary_trigger)
(player_action_test_grenade_trigger)
(player_action_test_melee)))
(damage_players objects\weapons\pistol\magnum\damage_effects\magnum_bullet)
(player_action_test_reset)
)
)