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#131
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| Hey guys, Sorry for unknow reason, i did not receive email notification about posting, ok, what did i miss ?
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#132
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| read up, most of its about scar probs but wasturr has finished his map :P 1 WEEK LEFT (i think...)
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#133
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| Code: -------------------------------------------------
--[[CREDITS]]
-------------------------------------------------
-- Music set-up by Aralez
-- Titan cannon script by Ruosteinen
-- Tunnel script by Ruosteinen
-------------------------------------------------
--[[ IMPORTS ]]
-------------------------------------------------
import("ScarUtil.scar")
import("WXPScarUtil.scar")
-------------------------------------------------
--[[ON GAME SETUP]]
-------------------------------------------------
g_Player1 = World_GetPlayerAt(0)
g_Player2 = World_GetPlayerAt(1)
g_TunnelDelay = 3
g_EntryCount = 0
g_ExitCount = 0
g_SimulCount = 0
t_Tunnel1Queue = { }
t_Tunnel2Queue = { }
t_Tunnel3Queue = { }
t_Tunnel4Queue = { }
-------------------------------------------------
--[[ ON INITIALIZATION ]]
-------------------------------------------------
function OnInit()
-
Rule_AddInterval( Rule_Tunnel1, 1 )
Rule_AddIntervalDelay( Rule_Tunnel2, 1, 0.5 ) -- delay the second tunnel to ensure they run at
different times. This makes the queuing simpler
Rule_AddIntervalDelay( Rule_Tunnel3, 1, 0.6 ) -- delay the third tunnel to ensure they run at different
times. This makes the queuing simpler
Rule_AddIntervalDelay( Rule_Tunnel4, 1, 0.7 ) -- delay the fourth tunnel to ensure they run at different
times. This makes the queuing simpler
end
--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]]
Scar_AddInit(OnInit)
-------------------------------------------------
--[[ TUNNELS ]]
-------------------------------------------------
function Rule_Tunnel1()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein1" )
or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein1" )
then
-- get the squads and despawn them
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein1" )
Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein1" )
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel1Queue, 0)
end
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
end
-- spawns the next squad if it's been in long enough
if t_Tunnel1Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout1" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel1Queue, 1)
end
end
end
function Rule_Tunnel2()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein2" )
or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein2" )
then
-- get the squads and despawn them
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein2" )
Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein2" )
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel2Queue, 0)
end
local numQueuing = table.getn(t_Tunnel2Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel2Queue[i] = t_Tunnel2Queue[i] + 1
end
-- spawns the next squad if it's been in long enough
if t_Tunnel2Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout2" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel2Queue, 1)
end
end
end
function Rule_Tunnel3()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein3" )
or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein3" )
then
-- get the squads and despawn them
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein3" )
Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein3" )
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel1Queue, 0)
end
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
end
-- spawns the next squad if it's been in long enough
if t_Tunnel1Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout3" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel1Queue, 1)
end
end
end
function Rule_Tunnel4()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein4" )
or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein4" )
then
-- get the squads and despawn them
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein4" )
Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein4" )
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel4Queue, 0)
end
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel4Queue[i] = t_Tunnel1Queue[i] + 1
end
-- spawns the next squad if it's been in long enough
if t_Tunnel1Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout4" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel4Queue, 1)
end
end
end
and about the deadline...my frist map is done. i just need somone to set up my mini map and loading screen for me. ill be posting the finished map here so it can be added
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#134
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| i'd apriciate if u'd e-mail it to me cos i'd like the maps to only be avalible in the pack, and as for loading screen and mini map, ask elfuretto?
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#135
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| well if you think you can help a fellow team mate out post now pls
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#136
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| If that think works ![]() I'll gladly make you a mini and icon |
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#137
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| Here you go, i think i did not post this version, v0.4
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#138
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| Just like santi clause heh heh!!! I feel like a kid trapped in a toy store thx elfurreto!!! |
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#139
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| uhh what is it or what are they? cus all i get is random code
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#140
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| Elfurreto the files seems to be corrupted somewhat I'll try downloding again.(scratch that It works now) Last edited by Lord Rumpuss V; March 23rd, 2007 at 08:05 PM. Reason: it works |
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