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SCRIPTS here (post & request thread)

Page: 12 of 19
 remark 666
09-04-2002, 6:11 PM
#551
too bad I don't run my own server :p

awesome Sith, I wonder what's next, I think Jk2 has been scripted out :rolleyes:
 DeTRiTiC-iQ
09-04-2002, 6:49 PM
#552
[Edited due to me forgetting the kind of people who might accidently come across this thread]
 Primesghost
09-04-2002, 7:32 PM
#553
Originally posted by remark 666
awesome Sith, I wonder what's next, I think Jk2 has been scripted out :rolleyes:

No way man, Quake 3 has been around for years and there are still people coming up with scripts that are useful for that. Keep in mind that there will be all sorts of mods for JK2 released over the years, somebody's got to write scripts for those mods too. You never know when you'll be playing a game and think to yourself "I need to write a config for this stuff to save time". Ohh, speaking of which:


set gore1 "helpusobi 1; wait; g_saberRealisticCombat 1; wait; echo Dismemberment is at ^4minimal^7 levels; set gore vstr gore2"
set gore2 "helpusobi 1; wait; g_saberRealisticCombat 3; wait; echo Dismemberment is at ^2medium^7 levels; set gore vstr gore3"
set gore3 "helpusobi 1; wait; g_saberRealisticCombat 5; wait; echo Dismemberment is at ^1maximum^7 levels; set gore vstr gore1"
set gore "vstr gore1"

bind <key> "vstr gore"

This is a single player script for setting dismemberment levels.
 Keeper
09-05-2002, 6:51 AM
#554
Originally posted by Lizzano
I wanted a bind for taunts from different skins. So my model wouldn't need to be changed to say another taunt. Of some reason though it's only I who hear it! Here's the bind I did:

bind x "model morgan; engage_duel; wait; wait; wait; wait; wait; wait; model rebel/blue"

So supposedly this would make my rebel say *May The force be with you* and remain a blue rebel. But it's only I who hear and not my opponents...Anyone know a working better way to do this? Thanks!

So this where you get them eh liz? tsk tsk, you know we don't like scripts anymore...

Happy Trails//
Keeper
 Sith Maximus
09-05-2002, 12:27 PM
#555
Originally posted by DeTRiTiC-iQ
This script could well be the most annoying in the world


If you would have read through all of this sections you would have come across the fact that this is the type of script we DID NOT want posted here. We want to help people out, not give some 12yr old the power to fubar all of our servers up.

This is a very easy script to write, if you know how, but those of us that do refused to post one or to help any who wanted one. Next time make a post that is more constructive....this is why scripts are given a bad rap. Thanks for nothing.

:mob: :swear: :lsduel: :lightning
 SkinWalker
09-05-2002, 1:12 PM
#556
This script could well be the most annoying in the world, it causes severe lag and pisses everyone off.

You're probably the same nut that goes around the internet posting "How to build your own pipe bomb" then starts with saying "this is for informational purposes only."

Yeah. Gotcha.

Idiot.

---------------------
Hey! My First Flame!

SkinWalker
 Sith Maximus
09-05-2002, 1:51 PM
#557
LOL! Well said!:D
 DeTRiTiC-iQ
09-05-2002, 5:24 PM
#558
Well since i started reading this thread about a month ago, i've seen just about every kind of script under the sun.

I've used this script on a server exactly once, and that was to see the result of lag. It looks great, and in other Quake 3 engine games (ie one which doesn't notify everyone when people change their name) it wouldn't be a noticable flood. I posted this here because everyone who has replied has either been against scripting altogether or use them sensibly, I reasoned that there wouldn't be much harm in posting it.

When I did test the script, I got lagged out of the game and disconnected before it even reached the 6th line, nobody else on the server noticed any increase in lag.

From what I can tell this thread is to discuss what can be accomplished through scripting, after all we've had admin-scripts, attack scripts, model-changing scripts (Incidently, changing models causes more lag than changing name), so why not a simple animation script?

As a programmer I like to see the end result, if its not practical in reality, as with the script I posted, so be it. But this does not make me a "12 year old, newbie script abuser".

Besides this script took considerably more time to make than the REAL annoying people who have scripts along the lines of:

say "CHEATER CHEATER; wait 5"

repeated 50 times.

...

I mean come on people, I get flamed for a simple script like this yet, the ENTIRE FIRST 4 pages of this thread was full of scripts infinitely more annoying.

But seriously, a flooding script is more likely to lag the flooder off the server than anyone else.

However, since from my experience of reading just about every controversial thread on these forums have told me that nobody will ever successfully justify themselves once the flames have started, i'll just edit out the script.
 DeTRiTiC-iQ
09-05-2002, 5:36 PM
#559
Originally posted by SkinWalker

Idiot.

---------------------
Hey! My First Flame!



I was going to say good point until I saw those last lines... Really it seems to me like the only reason people hang around these forums is because they are waiting for the opportunity to insult somebody.

FYI, an Idiot is technically someone with a mental age below 3, the fact that i'm even writing this on a computer indicates I must at least to be able to form sentences and approximated spelling.
 DeTRiTiC-iQ
09-05-2002, 5:47 PM
#560
I guess I should post something constructive in a futile attempt to redeem myself. Here is my script setup for CTF.

Firstly I have my main keys, notice that my pressin F8 it will refresh my config:

// Created by DeTRiTiC-iQ

// Setup

unbindall
seta name "[JA]-^3DeTRiTiC^7-^3iQ"
cg_hudFiles 1
cg_saberTrail 0
cg_speedTrail 0
cg_drawtimer 1
cg_fov 97

// Force Powers

bind E "force_pull"
bind 2 "force_seeing"
bind V "force_healother"
bind Q "force_throw"
bind R "force_absorb"
bind SHIFT "force_speed"

// Player Movement

bind W "+forward"
bind S "+back"
bind A "+moveleft"
bind C "+movedown"
bind D "+moveright
bind SPACE "+moveup"
bind LEFTARROW "+left"
bind RIGHTARROW "+right"

// Weapons and Attacks

bind - "weapon 0"
bind 1 "weapon 1"
bind 3 "weapon 6"
bind 4 "weapon 8"
bind 5 "weapon 9"
bind MWHEELUP "weapprev"
bind MWHEELDOWN "weapnext"
bind MOUSE1 "+attack"
bind MOUSE2 "+altattack"
bind MOUSE3 "saberAttackCycle"

// Item Usage

bind F "use_bacta"
bind [ "invprev"
bind ] "invnext"
bind ENTER "+button2"
bind ALT "+use"

// Normal Communications

bind T "messagemode"
bind Y "messagemode2"
bind U "messagemode3"
bind I "messagemode4"

// Misc

bind TAB "+scores"
bind K "engage_duel"
bind Z "+taunt"
bind INS "scoresUp"
bind DEL "scoresDown"
bind ` "toggleconsole"
bind F12 "screenshot"
bind F6 "g_synchronousclients 1; record; g_synchronousclients 0"
bind F7 "stop"
bind F8 "exec keys.cfg"
bind KP_ENTER "Kill"
bind KP_INS "say_team ^3TEAM MESSAGE ^7>> ^2MESSAGE RECEIVED, MOVING INTO POSITION"

// Bot Pathing

bind F9 "bot_wp_add"
bind F10 "bot_wp_rem"
bind F11 "bot_wp_save"

// CTF Communications

bind HOME "exec carrier.cfg"
bind PGUP "exec attack.cfg"
bind INS "exec defense.cfg"

Then we have the 3 CTF-specific scripts, these just modify the numpad keys depending on my current situation

So firstly carrier.cfg:

unbind KP_STAR
unbind KP_MINUS
unbind KP_HOME
unbind KP_UPARROW
unbind KP_PGUP
unbind KP_LEFTARROW
unbind KP_5
unbind KP_RIGHTARROW
unbind KP_END
unbind KP_DOWNARROW
unbind KP_PGDN
unbind KP_PLUS
unbind KP_DEL
bind KP_SLASH "say_team ^3TEAM MESSAGE ^7>> ^5 I NEED URGENT COVER"
bind KP_STAR "say_team ^3TEAM MESSAGE ^7>> ^1 I NEED URGENT HEALING"
bind KP_MINUS "say_team ^3TEAM MESSAGE ^7>> ^2 I NEED AN URGENT MANA BOOST"
bind KP_HOME "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^1ENEMY LEFT ROUTE"
bind KP_UPARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^1ENEMY BASE"
bind KP_PGUP "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^1ENEMY RIGHT ROUTE"
bind KP_LEFTARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^5UPPER ROUTE"
bind KP_5 "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^5MIDDLE ROUTE"
bind KP_RIGHTARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^5LOWER ROUTE"
bind KP_END "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^2HOME LEFT ROUTE"
bind KP_DOWNARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^2HOME BASE"
bind KP_PGDN "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^2HOME RIGHT ROUTE"
bind KP_DEL "say_team ^3TEAM MESSAGE ^7>> I am now ^5CARRYING THE FLAG"
bind KP_PLUS "say_team ^3TEAM MESSAGE ^7>> ^2I AM ABOUT TO ENTER OUR BASE WITH THE FLAG"

Now defence.cfg:

unbind KP_SLASH
unbind KP_STAR
unbind KP_MINUS
unbind KP_HOME
unbind KP_UPARROW
unbind KP_PGUP
unbind KP_LEFTARROW
unbind KP_5
unbind KP_RIGHTARROW
unbind KP_END
unbind KP_DOWNARROW
unbind KP_PGDN
unbind KP_PLUS
unbind KP_DEL
bind KP_SLASH "say_team ^3TEAM MESSAGE ^7>> ENEMY PLAYERS ARE IN OUR BASE"
bind KP_STAR "say_team ^3TEAM MESSAGE ^7>> ENEMY PLAYERS ARE IN OUR BASE: ^1USE FORCE SEEING"
bind KP_MINUS "say_team ^3TEAM MESSAGE ^7>> ^1OUR BASE IS OVERRUN BY THE ENEMY: HELP NEEDED"
bind KP_UPARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2TOP ROUTE"
bind KP_LEFTARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2LEFT ROUTE"
bind KP_5 "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2MIDDLE ROUTE"
bind KP_RIGHTARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2RIGHT ROUTE"
bind KP_DOWNARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2BOTTOM ROUTE"
bind KP_DEL "say_team ^3TEAM MESSAGE ^7>> I am now playing on ^5DEFENSE"
bind KP_PLUS "say_team ^3TEAM MESSAGE ^7>> ^1THE ENEMY CARRIER HAS ESCAPED THE BASE, GIVE CHASE IMMEDIATELY"code]

And finally attack.cfg:

[code]unbind KP_SLASH
unbind KP_STAR
unbind KP_MINUS
unbind KP_HOME
unbind KP_UPARROW
unbind KP_PGUP
unbind KP_LEFTARROW
unbind KP_5
unbind KP_RIGHTARROW
unbind KP_END
unbind KP_DOWNARROW
unbind KP_PGDN
unbind KP_PLUS
unbind KP_DEL
bind KP_SLASH "say_team ^3TEAM MESSAGE ^7>> ^5 I NEED MORE PLAYERS ON ATTACK"
bind KP_STAR "say_team ^3TEAM MESSAGE ^7>> ^1 I NEED HELP PENETRATING ENEMY DEFENSE"
bind KP_MINUS "say_team ^3TEAM MESSAGE ^7>> ^2 I WILL PROVIDE COVER FIRE, SOMEONE ELSE GO FOR THE FLAG"
bind KP_HOME "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^1ENEMY LEFT ROUTE"
bind KP_UPARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^1ENEMY BASE"
bind KP_PGUP "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^1ENEMY RIGHT ROUTE"
bind KP_LEFTARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^5UPPER ROUTE"
bind KP_5 "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^5MIDDLE ROUTE"
bind KP_RIGHTARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^5LOWER ROUTE"
bind KP_END "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^2HOME LEFT ROUTE"
bind KP_DOWNARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^2HOME BASE"
bind KP_PGDN "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^2HOME RIGHT ROUTE"
bind KP_DEL "say_team ^3TEAM MESSAGE ^7>> I am now playing on ^5ATTACK/RECOVERY"
bind KP_PLUS "say_team ^3TEAM MESSAGE ^7>> ^1THE ENEMY TEAM ARE ABOUT TO SCORE, GET THEIR FLAG FAST"

Feel free to use this model, after all we do need more teamwork on the public servers. I would appreciate it if you changed the format of the messages though, since these are our clan-comms.
 SkinWalker
09-05-2002, 10:17 PM
#561
PM headed your way.

SkinWalker
 remark 666
09-05-2002, 11:55 PM
#562
but I mean like the cool scripts, not the useful stuff...

breakdance, saber flip, character select, name change, those are the 'type' I'm talking about...
 ToppDog
09-06-2002, 4:03 PM
#563
DeTRiTiC-iQ,

I didn't think posting that names script was bad. You did mention that it can lag & that you use it when the scores show up between games. I think that's fair warning enough.

I think it depends on the server speed whether or not the server will lag. I've seen people use these type of scripts many times & I've never seen a problem with it. I can see how it would be a problem on slower servers though.

I thought about doing something similar, but it seemed like too much work. I did make a script that toggled models without knowing how it would affect servers too. I learned pretty quick though, lol.
 remark 666
09-06-2002, 5:45 PM
#564
what else can be done for the 'default' JK2 though ? I know camera modes won't be possible unless someone here knows a way to get around the 'cheats off' thing (I know it's possible, person I know did it BUT I don't see him on anymore...)
 zworqy
09-07-2002, 6:59 PM
#565
Have you noticed that on JediMod, when you activate dual/double-bladed lightsaber it switches your stance?

Well, this little script will activate/deactive dual/double-bladed lightsaber and cycle back the to stance you were in.

If you have all 5 stances:

set 2saber "twosaber; wait 2; saberAttackcycle; wait 2; saberAttackcycle; wait 2; saberAttackcycle; wait 2; saberAttackcycle;"
set 2blade "thedestroyer; wait 2; saberAttackcycle; wait 2; saberAttackcycle; wait 2; saberAttackcycle; wait 2; saberAttackcycle;"
bind X vstr "2saber"
bind X vstr "2blade"


If you only have the orange and purple stances:

set 2saber "twosaber; wait 2; saberAttackcycle;"
set 2blade "thedestroyer; wait 2; saberAttackcycle;"
bind X vstr "2saber"
bind X vstr "2blade"
 thehomicidalegg
09-08-2002, 1:31 AM
#566
theres 1 camera cvar thats not cheat protected and it provide quite a...interesting playing experience

try put this in your config seta cg_thirdpersoncameradamp 0.1
 remark 666
09-08-2002, 8:12 PM
#567
Originally posted by thehomicidalegg
theres 1 camera cvar thats not cheat protected and it provide quite a...interesting playing experience

try put this in your config seta cg_thirdpersoncameradamp 0.1

what's the default ? I'm not at home :(
 ToppDog
09-08-2002, 8:15 PM
#568
Ya, I couldn't find it, so I thought he meant to add the entire line in. I tried it but I couldn't see what it does. Does it bring the camera view a bit further back?
 ToppDog
09-08-2002, 9:01 PM
#569
I figured it out, cool man. It sets the delay time b4 the camera follows you. Setting it to 0 makes the camera stay in one fixed place while you run around until the camera loses line of sight, then it resets to a new position where it can see you again, as in the Tomb Raider games. Anything between 0 & 1 will allow the camera to follow after a certain distance or time delay. 1 must be the default, or at least that's where I'm going to leave it from now on.

Very cool Egg!
 remark 666
09-08-2002, 9:46 PM
#570
sp or mp?
 ToppDog
09-09-2002, 12:52 AM
#571
I used it in MP. Haven't tried it in SP.
 zworqy
09-09-2002, 5:54 PM
#572
If I remember correctly, the default is 0.4.

I think "damp" means dampening, i.e. how smooth the camera moves.

There's also the command "cg_thirdpersonplayerdamp" or something that determines how smooth the player is rendered or whatever. Not sure.
 thehomicidalegg
09-10-2002, 6:48 AM
#573
i think its cg_thirdpersontargetdamp which is the delaying of the crosshair i think... not sure all i remember is it asnt very useful.
 remark 666
09-11-2002, 1:24 AM
#574
I edited all my old scripts to use some of the new methods (back, forward, activate, etc)...I finally have more free keys!!!

also echo is used a lot now, to let me know what's going on ^_^
 Sith Maximus
09-11-2002, 10:32 AM
#575
I would be so lost without echo...exp with all of he server commands! That would be a reak mess!:eek:
 remark 666
09-12-2002, 5:50 PM
#576
I had an idea :eek:

those Next, Prev, Use scripts, I was wondering, is it possible to add a 'random' command ?

right now it's, example:

bind key vstr "Use"
bind key vstr "Next"
bind key vstr "Previous"

and I was thinking

bind key vstr "Use"
bind key vstr "Next"
bind key vstr "Random"
bind key vstr "Previous"

so if you didn't want to choose and then click 'Use' you'd just press the 'Random' key and it'd choose the next model/name/etc on the list, press it again and it goes to the next, and so on...

here is an example script that you can work with. I hope someone can do this, might come in handy in the making of future scripts :)

set UseFav "vstr Fav01"
set NextFav "vstr Fav02"
set PreviousFav "vstr Fav08"

set Fav01 "set UseFav model reborn; set PreviousFav vstr Fav10; set NextFav vstr Fav02; echo ^6Reborn"
set Fav02 "set UseFav model reborn/acrobat; set PreviousFav vstr Fav01; set NextFav vstr Fav03; echo ^4Reborn ^4Acrobat"
set Fav03 "set UseFav model reborn/boss; set PreviousFav vstr Fav02; set NextFav vstr Fav04; echo ^1Reborn ^1Boss"
set Fav04 "set UseFav model reborn/fencer; set PreviousFav vstr Fav03; set NextFav vstr Fav05; echo ^2Reborn ^2Fencer"
set Fav05 "set UseFav model reborn/forceuser; set PreviousFav vstr Fav04; set NextFav vstr Fav06; echo ^3Reborn ^3Forceuser"
set Fav06 "set UseFav model imperial; set PreviousFav vstr Fav05; set NextFav vstr Fav07; echo ^5Imperial"
set Fav07 "set UseFav model imperial/commander; set PreviousFav vstr Fav06; set NextFav vstr Fav08; echo ^5Imperial ^5Commander"
set Fav08 "set UseFav model imperial/officer; set PreviousFav vstr Fav07; set NextFav vstr Fav01; echo ^5Imperial ^5Officer"
set Fav09 "set UseFav model reborn/red; set PreviousFav vstr Fav08; set NextFav vstr Fav10; echo ^1Reborn ^1Red"
set Fav10 "set UseFav model reborn/blue; set PreviousFav vstr Fav09; set NextFav vstr Fav01; echo ^5Reborn ^5Blue"

bind kp_UPARROW vstr "UseFav"
bind kp_PGUP vstr "NextFav"
bind kp_Home vstr "PreviousFav"
 Sith Maximus
09-13-2002, 10:43 AM
#577
Yes and no. You would have to dd in a line to each one like:

set random vstr fav05 (in fav01 line)

The next one would be:

set random vstr fav08 (in fav 02 line)

To each line with a different number for each crisscorssing the pattern. The when you hit the key you would get one out of order, but not entirely random per say. There is no way to make it a total random event.
 LOTM_NadunHagar
09-13-2002, 5:49 PM
#578
Is it possible to bind an action to 2 keys like the commandline promt is (Shift+~)??

like: bind (alt+z) "+movedown;+forward;+attack"

if so how would you type it. this would save me some much. sence i use the PS2 controller.
 Kurgan
09-13-2002, 6:03 PM
#579
Hey guys, remember how easy it was in Unreal Tournmanet to tell your bot buddies what to do (Defend/Attack, Cover Me, Guard this Position, etc) in CTF/Team games?

Post here with your scripts that you use in these Jedi Outcast game modes (CTF/CTY/Team), and lets get a database together for the page....

Everybody who contributes something will have their name in the place of honor. ; )

Thanks!
 thehomicidalegg
09-14-2002, 12:18 AM
#580
console is bound to ~ and `, which is why you press shift+` to activate it. im not sure but following this logic you should be able to bind keys to !, @ , #, <, >. ? and so on. But i'm not sure about binding two keys together.
 remark 666
09-14-2002, 6:31 PM
#581
I didn't mean random like all random, more like button to scroll through the models/names/whatever you have in the lines of the script.

ex:

set saber1 "color1 0;bind F9 vstr saber2; echo ^1Red"
set saber2 "color1 1;bind F9 vstr saber3; echo ^3Orange"
set saber3 "color1 2;bind F9 vstr saber4; echo ^3Yellow"
set saber4 "color1 3;bind F9 vstr saber5; echo ^2Green"
set saber5 "color1 4;bind F9 vstr saber6; echo ^5Blue"
set saber6 "color1 5;bind F9 vstr saber1; echo ^6Purple"
bind F9 vstr saber1
 Sith Maximus
09-16-2002, 10:36 AM
#582
Originally posted by thehomicidalegg
console is bound to ~ and `, which is why you press shift+` to activate it. im not sure but following this logic you should be able to bind keys to !, @ , #, <, >. ? and so on. But i'm not sure about binding two keys together.

If youwant to get to the console quickly simply bind the toggleconsole command to a differnt key. Mine is bound this way:

bind SHIFT "toggleconsole"

No one press of shift gets u to the console. Thas it. But you cannot use the ~ or shift in this fashion, but you can use any other key.
 Sith Maximus
09-16-2002, 10:49 AM
#583
Originally posted by remark 666
I didn't mean random like all random, more like button to scroll through the models/names/whatever you have in the lines of the script.

Ok sorry dude here is one, its two part but I use it and it works great. Requires two keys. One for selection and the other for execution of the change. This one is also used for Jedimod. It selects the hilts and sabercolors as well. This is for 5 names and models, the one I use is for 20, but it still works the same. Edit out the stufff you do not need. If you do not play Jedimod add a line in for the std saber color.


//PLayer model and name selector - part 1
set model-1 "echo [ (put name 1 here) ];set execute-model vstr name-1;set select-model vstr model-2"
set model-2 "echo [ (put name 2 here) ];set execute-model vstr name-2;set select-model vstr model-3"
set model-3 "echo [ (put name 3 here) ];set execute-model vstr name-3;set select-model vstr model-4"
set model-4 "echo [ (put name 4 here) ];set execute-model vstr name-4;set select-model vstr model-5"
set model-5 "echo [ (put name 5 here) ];set execute-model vstr name-5;set select-model vstr model-1"
set select-model "vstr model-1"
bind (key) "vstr select-model"
bind (key) "vstr execute-model"

//PLayer model and name selector - part 2
set name-1 "set name (put name 1 here);set model (mpdel name here like reborn/default);set tck_red1 (color # here); set tck_green1 (color # here);set tck_blue1 (color # here);set tck_red2 (color # here);set tck_green2 (color # here);set tck_blue2 (color # here);set hilt (hilt name here);set hilt2 (hilt name here)"
set name-2 "set name (put name 2 here);set model (mpdel name here like luke/default);set tck_red1 (color # here); set tck_green1 (color # here);set tck_blue1 (color # here);set tck_red2 (color # here);set tck_green2 (color # here);set tck_blue2 (color # here);set hilt (hilt name here);set hilt2 (hilt name here)"
set name-3 "set name (put name 3 here);set model (mpdel name here like jedi/default);set tck_red1 (color # here); set tck_green1 (color # here);set tck_blue1 (color # here);set tck_red2 (color # here);set tck_green2 (color # here);set tck_blue2 (color # here);set hilt (hilt name here);set hilt2 (hilt name here)"
set name-4 "set name (put name 4 here);set model (mpdel name here like stormtrooper/red);set tck_red1 (color # here); set tck_green1 (color # here);set tck_blue1 (color # here);set tck_red2 (color # here);set tck_green2 (color # here);set tck_blue2 (color # here);set hilt (hilt name here);set hilt2 (hilt name here)"
set name-5 "set name (put name 5 here);set model (mpdel name here like swamptrooper/default);set tck_red1 (color # here); set tck_green1 (color # here);set tck_blue1 (color # here);set tck_red2 (color # here);set tck_green2 (color # here);set tck_blue2 (color # here);set hilt (hilt name here);set hilt2 (hilt name here)"
 ToppDog
09-16-2002, 2:42 PM
#584
Very nice Sith!

You could incorporate that one into the prev/next/select player script too if you have enough that scrolling in one direction would be too slow. I'm gonna add this one to my collection for when I use Jedimod. Sweet!
 Sith Maximus
09-16-2002, 4:12 PM
#585
This is one that I happened to have in a file I sent to a friend. Mine at home (I am at work now) is just as you say, one to go up in the list and one to go down and then one to execute it. Here is a single modified line for it. Fill in the blanks.....




set model-1 "set select-model-back vstr name-20;echo [ (put name 1 here) ];set execute-model vstr name-1;set select-model vstr model-2"

bind (key) "vstr select-model"
bind (key) "vstr select-model-back"
bind (key) "vstr execute-model"

Thats the basics of it. And believe me I need it with 20 names and models, prob be 25 by the end of the week!
 remark 666
09-17-2002, 2:02 AM
#586
man.. you still didn't get it :p

I want it to have a previous button AND a button to execute WITHOUT having to select+execute...how can I show it better....errr, stupid me...

here, this is what I have

// Player model and name selector - part 1
set model-1 "echo ^4Reborn ^4Acrobat;set execute-model vstr name-1;set select-model vstr model-2"
set model-2 "echo ^1Reborn ^1Boss;set execute-model vstr name-2;set select-model vstr model-3"
set model-3 "echo ^2Reborn ^2Fencer;set execute-model vstr name-3;set select-model vstr model-4"
set model-4 "echo ^3Reborn ^3Forceuser;set execute-model vstr name-4;set select-model vstr model-5"
set model-5 "echo ^6Reborn;set execute-model vstr name-5;set select-model vstr model-1"
set select-model "vstr model-1"
bind F1 "vstr select-model"
bind F2 "vstr execute-model"

// Player model and name selector - part 2
set name-1 "set model reborn/acrobat"
set name-2 "set model reborn/boss"
set name-3 "set model reborn/fencer"
set name-4 "set model reborn/forceuser"
set name-5 "set model reborn"

and it works ... BUT can you add a previous button AND an extra button to scroll through the models in order WITHOUT having to select them and then execute them (kinda like a quick pick or something)

would equal to 4 buttons

Prev
Exec
Next
QPick

the first 3 buttons would be like the script NemoX posted BUT the QPick (quick pick) would execute the next model/name without having to select it first...I think you'll know what I mean...I hope
 ToppDog
09-17-2002, 3:43 AM
#587
Ah, I get it now. It could work. The problem is that the Qpick button could only execute in one direction, either the next or the previous, but not both. You would need 2 Qpick buttons for that, one for next & one for previous. This is how it would look with only next (select), & Qpick:

// Player model and name selector - part 1
set model-1 "echo ^4Reborn ^4Acrobat; set execute-model vstr name-1; set select-model vstr model-2; set Qpick-model vstr name-2"
set model-2 "echo ^1Reborn ^1Boss; set execute-model vstr name-2; set select-model vstr model-3; set Qpick-model vstr name-3"
set model-3 "echo ^2Reborn ^2Fencer; set execute-model vstr name-3; set select-model vstr model-4; set Qpick-model vstr name-4"
set model-4 "echo ^3Reborn ^3Forceuser; set execute-model vstr name-4; set select-model vstr model-5; set Qpick-model vstr name-5"
set model-5 "echo ^6Reborn; set execute-model vstr name-5; set select-model vstr model-1; set Qpick-model vstr name-1"

bind F1 "vstr select-model"
bind F2 "vstr execute-model"
bind F3 "vstr Qpick-model"

// Player model and name selector - part 2
set name-1 "set model reborn/acrobat"
set name-2 "set model reborn/boss"
set name-3 "set model reborn/fencer"
set name-4 "set model reborn/forceuser"
set name-5 "set model reborn"



I haven't tested it but you get the idea. You could still have a previous function in here but the Qpick would only execute the next model. Here's how it would look though (I'm changing "select" to "next" to avoid confusion):

// Player model and name selector - part 1
set model-1 "echo ^4Reborn ^4Acrobat; set execute-model vstr name-1; set next-model vstr model-2; set previous-model vstr model-5; set Qpicknext-model vstr name-2"
set model-2 "echo ^1Reborn ^1Boss; set execute-model vstr name-2; set next-model vstr model-3; set previous-model vstr model-1; set Qpicknext-model vstr name-3"
set model-3 "echo ^2Reborn ^2Fencer; set execute-model vstr name-3; set next-model vstr model-4; set previous-model vstr model-2; set Qpicknext-model vstr name-4"
set model-4 "echo ^3Reborn ^3Forceuser; set execute-model vstr name-4; set next-model vstr model-5; set previous-model vstr model-3; set Qpicknext-model vstr name-5"
set model-5 "echo ^6Reborn; set execute-model vstr name-5; set next-model vstr model-1; set previous-model vstr model-4; set Qpicknext-model vstr name-1"

bind F1 "vstr next-model"
bind F2 "vstr previous-model"
bind F3 "vstr execute-model"
bind F4 "vstr Qpicknext-model"

// Player model and name selector - part 2
set name-1 "set model reborn/acrobat"
set name-2 "set model reborn/boss"
set name-3 "set model reborn/fencer"
set name-4 "set model reborn/forceuser"
set name-5 "set model reborn"



If you want 2 Qpick buttons (next/previous) it would look like this:

// Player model and name selector - part 1
set model-1 "echo ^4Reborn ^4Acrobat; set execute-model vstr name-1; set next-model vstr model-2; set previous-model vstr model-5; set Qpicknext-model vstr name-2; set Qpickprevious-model vstr name-5"
set model-2 "echo ^1Reborn ^1Boss; set execute-model vstr name-2; set next-model vstr model-3; set previous-model vstr model-1; set Qpicknext-model vstr name-3; set Qpickprevious-model vstr name-1"
set model-3 "echo ^2Reborn ^2Fencer; set execute-model vstr name-3; set next-model vstr model-4; set previous-model vstr model-2; set Qpicknext-model vstr name-4; set Qpickprevious-model vstr name-2"
set model-4 "echo ^3Reborn ^3Forceuser; set execute-model vstr name-4; set next-model vstr model-5; set previous-model vstr model-3; set Qpicknext-model vstr name-5; set Qpickprevious-model vstr name-3"
set model-5 "echo ^6Reborn; set execute-model vstr name-5; set next-model vstr model-1; set previous-model vstr model-4; set Qpicknext-model vstr name-1; set Qpickprevious-model vstr name-4"

bind F1 "vstr next-model"
bind F2 "vstr previous-model"
bind F3 "vstr execute-model"
bind F4 "vstr Qpicknext-model"
bind F5 "vstr Qpickprevious-model"

// Player model and name selector - part 2
set name-1 "set model reborn/acrobat"
set name-2 "set model reborn/boss"
set name-3 "set model reborn/fencer"
set name-4 "set model reborn/forceuser"
set name-5 "set model reborn"

Try those out & see if they work. If I screwed up let me know & I'll try em out.
 AgentScully
09-17-2002, 4:00 AM
#588
Do any of you guys know how to script a 5 hit yelow (swinging left to right quickly) crouching combo? I've been messing around with this for a while but i cant get the timing right, it always ends up doing i left swing and standing up again :(
 ToppDog
09-17-2002, 4:38 AM
#589
That would be almost impossible to work because of the timing involved.

You can do it, but because of ping, lag etc. it would hardly ever work & you would have to constantly adjust the script with wait commands. You could perfect it while playing by yourself & then find it won't work at all online.

This is one of those things where it is easier to do it manually I think.

The key to the 5 swing combo from side to side in yellow or blue is to immediately change directions as soon as the swing starts, don't wait until it is halfway through or longer or it sometimes won't work.

If there's a script out there that works for this I haven't seen it yet.
 Vel-Rahn Koon
09-17-2002, 4:22 PM
#590
Hi All

This has probably already been covered in this thread, but I haven't seen it, so I'll ask again!!!


Does anyone know how to start a MP Duel game in something other than the blue stance? I'm sure (i think :P) you can write a script of some kind, I just don't know how!!

Thanks ahead of time.

PS: is there also a way to start the game with the saber turned off?

V-R K
 Sith Maximus
09-17-2002, 4:22 PM
#591
Well put! Lag is a killer of scripts like that. But as stated practice is way better than a script for moves anyday. Use your scripts to make name/model/network changes and leave the fighting up to your brain and your hands. Plus its more fun!

Dang this post made me a Jawa! First a wampa and now a Jawa? WTF! When do I get to be something cool! LOL!:D
 DeTRiTiC-iQ
09-17-2002, 6:32 PM
#592
These are the scripts I made for my clan.

First I bind some keys for changing "modes" or config files quickly


bind HOME "exec carrier.cfg"
bind PGUP "exec attack.cfg"
bind INS "exec defense.cfg"
bind KP_ENTER "Kill"
bind KP_INS "say_team ^3TEAM MESSAGE ^7>> ^2MESSAGE RECEIVED, MOVING INTO POSITION"


So when I'm a flag-carrier I press HOME, when i'm on attack or recovery I press Page-Up and when I'm on defense I press Insert. Notice i've also included my two generic CTF commands, this allows me to respond quickly and/or respawn back to base to for defense.

Next we have the contents of each file. First carrier.cfg:


unbind KP_STAR
unbind KP_MINUS
unbind KP_HOME
unbind KP_UPARROW
unbind KP_PGUP
unbind KP_LEFTARROW
unbind KP_5
unbind KP_RIGHTARROW
unbind KP_END
unbind KP_DOWNARROW
unbind KP_PGDN
unbind KP_PLUS
unbind KP_DEL
bind KP_SLASH "say_team ^3TEAM MESSAGE ^7>> ^5 I NEED URGENT COVER"
bind KP_STAR "say_team ^3TEAM MESSAGE ^7>> ^1 I NEED URGENT HEALING"
bind KP_MINUS "say_team ^3TEAM MESSAGE ^7>> ^2 I NEED AN URGENT MANA BOOST"
bind KP_HOME "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^1ENEMY LEFT ROUTE"
bind KP_UPARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^1ENEMY BASE"
bind KP_PGUP "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^1ENEMY RIGHT ROUTE"
bind KP_LEFTARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^5UPPER ROUTE"
bind KP_5 "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^5MIDDLE AREA"
bind KP_RIGHTARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^5LOWER ROUTE"
bind KP_END "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^2HOME LEFT ROUTE"
bind KP_DOWNARROW "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^2HOME BASE"
bind KP_PGDN "say_team ^3TEAM MESSAGE ^7>> The ^2FRIENDLY FLAG CARRIER^7 is in ^2HOME RIGHT ROUTE"
bind KP_DEL "say_team ^3TEAM MESSAGE ^7>> I am now ^5CARRYING THE FLAG"
bind KP_PLUS "say_team ^3TEAM MESSAGE ^7>> ^2I AM ABOUT TO ENTER OUR BASE WITH THE FLAG"


Next we have defense.cfg, you use this whenever you are defending the BASE only, i've put recovery stuff in with the attack script.


unbind KP_SLASH
unbind KP_STAR
unbind KP_MINUS
unbind KP_HOME
unbind KP_UPARROW
unbind KP_PGUP
unbind KP_LEFTARROW
unbind KP_5
unbind KP_RIGHTARROW
unbind KP_END
unbind KP_DOWNARROW
unbind KP_PGDN
unbind KP_PLUS
unbind KP_DEL
bind KP_SLASH "say_team ^3TEAM MESSAGE ^7>> MORE PLAYERS NEEDED ON DEFENSE"
bind KP_STAR "say_team ^3TEAM MESSAGE ^7>> ENEMY PLAYERS ARE IN OUR BASE: ^1USE FORCE SEEING"
bind KP_MINUS "say_team ^3TEAM MESSAGE ^7>> ^1OUR BASE IS OVERRUN BY THE ENEMY: HELP NEEDED"
bind KP_UPARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2TOP ROUTE"
bind KP_LEFTARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2LEFT ROUTE"
bind KP_5 "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2MIDDLE ROUTE"
bind KP_RIGHTARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2RIGHT ROUTE"
bind KP_DOWNARROW "say_team ^3TEAM MESSAGE ^7>> INCOMING ENEMY FORCES FROM THE ^2BOTTOM ROUTE"
bind KP_DEL "say_team ^3TEAM MESSAGE ^7>> I am now playing on ^5DEFENSE"
bind KP_PLUS "say_team ^3TEAM MESSAGE ^7>> ^1THE ENEMY CARRIER HAS ESCAPED THE BASE, GIVE CHASE IMMEDIATELY"


Finally we have attack.cfg, used if you are either running to get the flag or recovering your own flag:


unbind KP_SLASH
unbind KP_STAR
unbind KP_MINUS
unbind KP_HOME
unbind KP_UPARROW
unbind KP_PGUP
unbind KP_LEFTARROW
unbind KP_5
unbind KP_RIGHTARROW
unbind KP_END
unbind KP_DOWNARROW
unbind KP_PGDN
unbind KP_PLUS
unbind KP_DEL
bind KP_SLASH "say_team ^3TEAM MESSAGE ^7>> ^5 I NEED MORE PLAYERS ON ATTACK"
bind KP_STAR "say_team ^3TEAM MESSAGE ^7>> ^1 I NEED HELP PENETRATING ENEMY DEFENSE"
bind KP_MINUS "say_team ^3TEAM MESSAGE ^7>> ^2 I WILL PROVIDE COVER FIRE, SOMEONE ELSE GO FOR THE FLAG"
bind KP_HOME "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^1ENEMY LEFT ROUTE"
bind KP_UPARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^1ENEMY BASE"
bind KP_PGUP "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^1ENEMY RIGHT ROUTE"
bind KP_LEFTARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^5UPPER ROUTE"
bind KP_5 "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^5MIDDLE AREA"
bind KP_RIGHTARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^5LOWER ROUTE"
bind KP_END "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^2HOME LEFT ROUTE"
bind KP_DOWNARROW "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^2HOME BASE"
bind KP_PGDN "say_team ^3TEAM MESSAGE ^7>> The ^1ENEMY FLAG CARRIER^7 is in ^2HOME RIGHT ROUTE"
bind KP_DEL "say_team ^3TEAM MESSAGE ^7>> I am now playing on ^5ATTACK/RECOVERY"
bind KP_PLUS "say_team ^3TEAM MESSAGE ^7>> ^1THE ENEMY TEAM ARE ABOUT TO SCORE, GET THEIR FLAG FAST"


Notice that pressing the Delete key on the numpad will notify your team of which mode you are currently in. The numbered keys on the numpad are for locational/directional information. The keys at the top/right of the numpad are for mode-specific commands.

These scripts are constantly evolving, stuff that doesn't get used much gets replaced with more effective commands etc. The current bit under review is the definition of ENEMY LEFT ROUTE/RIGHT ROUTE etc, since its often confusing as to which point-of-view these represent. As it stands, think of a birds-eye view of the level with home base at the bottom, and enemy base at the top. The numbered keys then represent positions on the birds-eye view.
 remark 666
09-17-2002, 8:53 PM
#593
TD, I'll get back to ya in few min.

and this is a fun script too, dunno, I like it ^_^

set kamikaze "kill; say ^1KAMIKAZE!!!!!"
bind J "vstr kamikaze"

or

set kamikaze "kill; say ^5oops, ^5wrong ^5button ^5|(-_-)|"
bind J "vstr kamikaze"
 remark 666
09-17-2002, 9:14 PM
#594
ToppDog, it didn't work, look over it... (the one with one forward quick pick).

some peeps might find these usefull

seta net_socksPassword "pass"
seta ui_findPlayer "name"
seta g_jediVmerc "0"
seta com_hunkMegs "###"
seta cl_run "1"
seta sensitivity "18.916667"
seta sv_hostname "host name"
seta g_redTeam "Empire"
seta g_blueTeam "Rebellion"
seta sex "male" <-- does make a difference, on how computer replys

my is:

seta net_socksPassword "666"
seta ui_findPlayer "^1HANNIBALL"
seta g_jediVmerc "0"
seta com_hunkMegs "222"
seta cl_run "1"
seta sensitivity "18.916667"
seta sv_hostname "^1remark s ^5PHAT ^3crib place..."
seta g_redTeam "Empire"
seta g_blueTeam "Rebellion"
seta sex "female"
 Hand_Solo
09-17-2002, 11:34 PM
#595
Originally posted by Vel-Rahn Koon
Hi All

This has probably already been covered in this thread, but I haven't seen it, so I'll ask again!!!


Does anyone know how to start a MP Duel game in something other than the blue stance? I'm sure (i think :P) you can write a script of some kind, I just don't know how!!

Thanks ahead of time.

PS: is there also a way to start the game with the saber turned off?

V-R K

Koon......why would you go through the trouble of trying to write a script to start the game in a stance other than blue? When you enter the game, you need to hit a key but once to change the stance. Same thing with starting with the saber off.......it's just one button, don't be so lazy.
 ToppDog
09-17-2002, 11:40 PM
#596
Okay, I did a complete rewrite & it works now. This one has the next, execute, & Qpick functions. This will allow you to use the Qpick button to execute the next model without having to see the name first, which is what you wanted. I also added in the red & blue reborn models for the hell of it.



set next-model "vstr model-2"
set execute-model "vstr model-1"
set Qpick-model "vstr model-2"

set model-1 "set execute-model model reborn; set next-model vstr model-2; set Qpick-model model reborn/blue; echo reborn"
set model-2 "set execute-model model reborn/blue; set next-model vstr model-3; set Qpick-model model reborn/red; echo reborn/blue"
set model-3 "set execute-model model reborn/red; set next-model vstr model-4; set Qpick-model model reborn/acrobat; echo reborn/red"
set model-4 "set execute-model model reborn/acrobat; set next-model vstr model-5; set Qpick-model model reborn/boss; echo reborn/acrobat"
set model-5 "set execute-model model reborn/boss; set next-model vstr model-6; set Qpick-model model reborn/fencer; echo reborn/boss"
set model-6 "set execute-model model reborn/fencer; set next-model vstr model-7; set Qpick-model model reborn/forceuser; echo reborn/fencer"
set model-7 "set execute-model model reborn/forceuser; set next-model vstr model-1; set Qpick-model model reborn; echo reborn/forceuser"

bind F1 vstr next-model
bind F2 vstr execute-model
bind F3 vstr Qpick-model



However, you cannot have a previous function & have the Qpick button work properly. If you wanted the same ability to pick the next model without seeing the name displayed while scrolling through the previous models, you will have to have a second Qpick button. This would be five buttons total.

Qpickprevious-model, previous-model, execute-model, next-model, & Qpicknext-model, for example.
 Neko Lain
09-18-2002, 7:00 AM
#597
I was wondering what the commands are for seing the current fps, and the time since the game started?

I used to know them but i forgot.

And i was also wondering if there was a way, a script, that would continuely attack when you pressed a button(I was thinking about saberlocks)

Any help would be apreciated :)



Eddit: Also, are there any other intresting commands i'm not aware of? :)


Edit2: Is the a list of all the commands somewhere, which also tell what each of them do?
 NemoX
09-18-2002, 12:05 PM
#598
For FPS it's: cg_drawfps 1
For time it's: cg_drawtimer 1

Another one I find useful is cg_lagometer 1

The attack Script:
set attacking "vstr at1"
set at1 "+attack; set attacking vstr at2"
set at2 "-attack; set attacking vstr at1"
bind r "vstr attacking"

Press R for once constant attack and to turn it off just press R again.(Doesn't have to be R, you can change it to any key you want)

As far other interesting commands, I suggest, if you have the time and patience you look through the pages in this thread, you will find a lot of very interesting stuff.
 remark 666
09-19-2002, 2:35 AM
#599
damn, that was the whole point, to have Prev, Exec, Next and QPick working...ohh well, thanks for trying :)
 Kurgan
09-19-2002, 11:23 AM
#600
Hey guys, if nobody minds, I'm going to stick this thread up here with the rest, since its something that people would probably like to reference.

Please keep flaming down to an absolute minimum (ie: don't flame) and we can keep it there.

; )
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