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Posted: Tue Jul 08, 2003 9:38 pm
by TheShiznaeSpe
bob can bite me :D

this is only a stepping stone man-next comes Spe's Nuggets-powered TOW 1.0 :D

prepare to be amazed :D

Posted: Tue Jul 08, 2003 10:45 pm
by nuggets
glad you like it, keep me posted if ya need something changed / something new done / re-done :D

Posted: Wed Jul 09, 2003 12:29 am
by Jack Ruby
I only saw the last 3-4 posts, go for it shiz, whip bobs ass, nuggets, you da man !

Posted: Wed Jul 09, 2003 2:51 am
by TheShiznaeSpe
[Spec Ops] Jack Ruby wrote:I only saw the last 3-4 posts, go for it shiz, whip bobs ass, nuggets, you da man !
Can i get a hell ya? :D

Posted: Wed Jul 09, 2003 4:11 am
by TheShiznaeSpe
here's a little tip for ya nuggets :D

in order to streamline ur counting (only prints time left (not allies win in), i fixed ya up:

95% sure this works-it works fine for me, but i had to adapt for the global script, so i may have lost something in the process

//*********************\\
// king of the hill MP \\
// version 1.0 NUGGETS \\
//*********************\\

main level.hold_time level.prevent_time:
level.allied_clock = 0
level.axis_clock = 0
level.allied_counters = 0
level.axis_counters = 0
level.repeat_message_allied = 0
level.repeat_message_axis = 0

level waittill spawn
thread the_clocks

//level waittill roundstart

level.repeat_message_allied = 0 // just to make sure
level.repeat_message_axis = 0


//while (1)
// {iprintlnbold_noloc "allies " level.allied_counters " axis " level.axis_counters
// wait 1}
end

im_here:
local.player = parm.other
if (local.player.dmteam == "allies")
{if (local.player.were_counting == 0 )
{iprintlnbold_noloc "ally started to count"
level.allied_counters++
local.player.were_counting = 1
local.player thread ally_here_to_help
local.player.prev_team = "allies"
local.player thread team_swap_check}}

if (local.player.dmteam == "axis")
{if ( local.player.were_counting == 0 )
{level.axis_counters++
local.player.were_counting = 1
local.player.prev_team = "axis"
local.player thread team_swap_check}}
end

ive_gone:
local.player = parm.other
if (local.player.were_counting == 1)
{if (local.player.dmteam == "allies")
{level.allied_counters--
level.repeat_message_allied = 0}
if (local.player.dmteam == "axis")
{level.axis_counters--
level.repeat_message_axis = 0}}
local.player.were_counting = 0
local.player.i_died = 0
end

ally_here_to_help:
while (self.were_counting == 1)
{if !(isAlive self)
{if (self.i_died == 0)
{level.allied_counters--
level.repeat_message_allied = 0
self.i_died = 1
self.were_counting = 0
self stufftext "Get your ass back in there!"}}
wait 1}
end

axis_here_to_help:
while (self.were_counting == 1)
{if !(isAlive self)
{if (self.i_died == 0)
{level.axis_counters--
level.repeat_message_axis = 0
self.i_died = 1
self.were_counting = 0
self stufftext "Get your ass back in there!"}}
wait 1}
end

the_clocks:
while (1)
{if ((level.allied_counters == 0) && (level.axis_counters == 0))
{level.allied_clock = 0
level.axis_clock = 0
level.team_in = "no-one"
wait 1}
if ((level.allied_counters > 0) && (level.axis_counters == 0))
{level.team_in = "allies"
thread is_it_over
level.axis_clock = 0
if (level.repeat_message_allies == 0)
{

thread nwtr_nuggets/nwtr_hudprints.scr::hudprint "Allies will take control in" 1 0 0 1 "flash" 1
level.repeat_message_allies = 1
}

wait .7
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint (level.hold_time - level.allied_clock) 1 0 0 2 "flash" 1
level.allied_clock++
wait .3}
if ((level.allied_counters == 0) && (level.axis_counters > 0))
{level.team_in = "axis"
thread is_it_over
level.allied_clock = 0
if (level.repeat_message_axis == 0)
{
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint "Axis will take control in" 1 0 0 1 "flash" 0
level.repeat_message_axis = 1}
wait .7
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint_left level.axis_clock 1 0 0 2 "flash" 0
level.axis_clock++
wait .3}
if ((level.allied_counters > 0) && (level.axis_counters > 0))
{if (level.team_in == "no-one")
{level.double_entry = (randomint (2) + 1)
if (level.double_entry == 1)
{level.team_in = "allies"}
if (level.double_entry == 2)
{level.team_in = "axis"}}
thread is_it_over
level.allied_clock++
level.axis_clock++
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint level.axis_clock 1 0 0 .75 "flash" 1
wait 1}}
end

is_it_over:
if ((level.allied_clock >= level.hold_time) && (level.axis_clock < level.prevent_time))
{teamwin allies}
if ((level.axis_clock >= level.hold_time) && (level.allied_clock < level.prevent_time))
{teamwin axis}
if (((level.allied_clock >= level.prevent_time) && (level.team_in == "axis")) || ((level.axis_clock >= level.prevent_time) && (level.team_in == "allies")))
{level.allied_clock = 0
level.axis_clock = 0
level.repeat_message_axis = 0
level.repeat_message_allies = 0
}
end

team_swap_check:
while (self.were_counting == 1)
{if ((self.dmteam == "allies") && (self.prev_team == "axis"))
{level.axis_counters--
level.repeat_message_axis = 0
self.were_counting = 0
self.prev_team = "allies"}
if ((self.dmteam == "axis") && (self.prev_team == "allies"))
{level.allied_counters--
level.repeat_message_allied = 0
self.were_counting = 0
self.prev_team = "axis"}
if ((self.dmteam == "spectator") && (self.prev_team == "allies"))
{level.allied_counters--
level.repeat_message_allied = 0
self.were_counting = 0
self.prev_team = "spectator"}
if ((self.dmteam == "spectator") && (self.prev_team == "axis))
{level.axis_counters--
level.repeat_message_axis = 0
self.were_counting = 0
self.prev_team = "spectator"}
wait 1}
end

ALL CREDIT TO YOU STILL

Posted: Wed Jul 09, 2003 6:56 pm
by TheShiznaeSpe
here's another little clock improvement:

the_clocks:
while (1)
{if ((level.allied_counters == 0) && (level.axis_counters == 0))
{level.allied_clock = 0
level.axis_clock = 0
level.team_in = "no-one"
wait 1}
if ((level.allied_counters > 0) && (level.axis_counters == 0))
{level.team_in = "allies"
thread is_it_over
level.axis_clock = 0
if (level.repeat_message_allies == 0)
{
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint "Allies will take control in" 1 0 0 1 "flash" 1
level.repeat_message_allies = 1
}
wait .7
if (level.allied_clock >= 0)
{
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint (level.hold_time - level.allied_clock) 1 0 0 2 "flash" 1}
level.allied_clock++
wait .3}
if ((level.allied_counters == 0) && (level.axis_counters > 0))
{level.team_in = "axis"
thread is_it_over
level.allied_clock = 0
if (level.repeat_message_axis == 0)
{thread nwtr_nuggets/nwtr_hudprints.scr::hudprint "Axis will take control in" 1 0 0 1 "flash" 0
level.repeat_message_axis = 1}
wait .7
if (level.axis_clock >= 0)
{
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint_left level.axis_clock 1 0 0 2 "flash" 0}
level.axis_clock++
wait .3}
if ((level.allied_counters > 0) && (level.axis_counters > 0))
{if (level.team_in == "no-one")
{level.double_entry = (randomint (2) + 1)
if (level.double_entry == 1)
{level.team_in = "allies"}
if (level.double_entry == 2)
{level.team_in = "axis"}}
thread is_it_over
level.allied_clock++
level.axis_clock++
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint level.axis_clock 1 0 0 .75 "flash" 1
wait 1}}
end

Posted: Wed Jul 09, 2003 11:36 pm
by nuggets
cheers buddy, don't know what for but cheers :P

i noticed that the message number repeats twice when not counting if the loop is broken, so i'm guesssing that's the amendment you made on the second script edit,

but what's the repeat_message command for?

Posted: Thu Jul 10, 2003 3:34 am
by TheShiznaeSpe
the repeat_message stops the game from saying "Allies win in:" over and over again, but keeps printing the numbers

so it looks like (with iprintln-not hudprint):

Allies win in:
30
29
28
27

not,

Allies win in:
30
Allies win in:
29
Allies win in:
28
Allies win in:
27

Just a little correction :D

Posted: Thu Jul 10, 2003 10:54 am
by nuggets
oh yeah, sorry :P

that's better for you but the hudprint flashes the allies win in, and then the time in the same place, rather than listing the count,

prefer it with huddraw but i'll take a look at locprint too :D

Posted: Thu Jul 10, 2003 9:09 pm
by TheShiznaeSpe
k

i've been noticing some other problems also

i think i'm going to mod it to make it so that once ur team gains control, they only have to hold a smaller interior area-because it gets very confusing