[Resources] Script Library
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- StalkingGrunt911
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i have a few questions i hope you can answer
1)What is the secret of getting scripts to work in maps that dont originally have them? I used elongation and added 1 script chunk to coagulation. Then open my map in SOL's compiler and tried to recompile a continuous respawn script, but the elongation script dont look like it originally did, before i add my new script.....it looks kinda like this
(script continuous crate_eraser
(begin
(<UNKOWN>))
)
)
Then when i do try to recompile a script over this, it freezes up and doesnt compile
2) How do i get the "commands" reflexive into my map?
thanks for any help
1)What is the secret of getting scripts to work in maps that dont originally have them? I used elongation and added 1 script chunk to coagulation. Then open my map in SOL's compiler and tried to recompile a continuous respawn script, but the elongation script dont look like it originally did, before i add my new script.....it looks kinda like this
(script continuous crate_eraser
(begin
(<UNKOWN>))
)
)
Then when i do try to recompile a script over this, it freezes up and doesnt compile

2) How do i get the "commands" reflexive into my map?
thanks for any help

*Sig Removed* Too Large ~Halomods Staff
!Halomods is my life!
u need to manually inject this script, and i found that it works best on maps with device groups especailly Zanzibar, and it's system linkable so.

Code: Select all
(script startup Kill_Everyone_At_Halomods
(begin
(unit_kill)"Halomods_Users")
)

So your saying we at Halomods are one. Ah, that's sweet. ;pFFIIMan wrote:!Halomods is my life!
u need to manually inject this script, and i found that it works best on maps with device groups especailly Zanzibar, and it's system linkable so.Code: Select all
(script startup Kill_Everyone_At_Halomods (begin (unit_kill)"Halomods_Users") )
Really?FFIIMan wrote:!Halomods is my life!
u need to manually inject this script, and i found that it works best on maps with device groups especailly Zanzibar, and it's system linkable so.Code: Select all
(script startup Kill_Everyone_At_Halomods (begin (unit_kill)"Halomods_Users") )
-tries-
-loads map-
-Grunt-zilla appears over house-
OH SHI-
I take full credit.Dojorkan wrote:Really?FFIIMan wrote:!Halomods is my life!
u need to manually inject this script, and i found that it works best on maps with device groups especailly Zanzibar, and it's system linkable so.Code: Select all
(script startup Kill_Everyone_At_Halomods (begin (unit_kill)"Halomods_Users") )
-tries-
-loads map-
-Grunt-zilla appears over house-
OH SHI-
Code: Select all
(script startup ShakeItLikeLilJon
(begin
(print "shake shake sh shake shake sh shake shake")
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
)
)
It will shake like Lil Jon's song..
SHAKE SHAKE JUST SHAKE SHAKE, JUST SHAKE SHAK JUST SHAKE SH-K-UH SHAKE SH-K-UH SHAKE SHAKE.

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- StalkingGrunt911
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- latinomodder
- Posts: 1040
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Ok I have an awesome script but SOL's compiler doesn't compile it right, look
In terminal it changes the position in the gates when you have the shotty and press b
Image name contained swearing.
Image contained swearing.
Image was huge.
edit: srry didn't notice the image name appeeared, and size matters since when?
In terminal it changes the position in the gates when you have the shotty and press b
Image name contained swearing.
Image contained swearing.
Image was huge.
edit: srry didn't notice the image name appeeared, and size matters since when?
Last edited by latinomodder on Sat Nov 25, 2006 7:54 pm, edited 1 time in total.

That script, assuming Halomods_Users was a unit (ideally it would be an object list...), wouldn't even work right... You have to put unit_kill's parameters inside its parantheses, and script objects, globals, SIDs, etc, aren't in quotation marks. So this script would merely kill the compiler - assuming it didn't check for malformed scriptsFFIIMan wrote:I take full credit.Dojorkan wrote:Really?FFIIMan wrote:!Halomods is my life!
u need to manually inject this script, and i found that it works best on maps with device groups especailly Zanzibar, and it's system linkable so.Code: Select all
(script startup Kill_Everyone_At_Halomods (begin (unit_kill)"Halomods_Users") )
-tries-
-loads map-
-Grunt-zilla appears over house-
OH SHI-

My friend, it's the thought that counts.Agent ME wrote:That script, assuming Halomods_Users was a unit (ideally it would be an object list...), wouldn't even work right... You have to put unit_kill's parameters inside its parantheses, and script objects, globals, SIDs, etc, aren't in quotation marks. So this script would merely kill the compiler - assuming it didn't check for malformed scriptsFFIIMan wrote:I take full credit.Dojorkan wrote:Really?FFIIMan wrote:!Halomods is my life!
u need to manually inject this script, and i found that it works best on maps with device groups especailly Zanzibar, and it's system linkable so.Code: Select all
(script startup Kill_Everyone_At_Halomods (begin (unit_kill)"Halomods_Users") )
-tries-
-loads map-
-Grunt-zilla appears over house-
OH SHI-

- snakejknight
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-DeToX- wrote:Hawaiian Modder wrote:Edit: New idea.
Make a script where it ends the game in multiplayer.Ends the game when the switch is activated.Code: Select all
(script startup gameover_switch (begin (sleep_until (> (device_group_get gate) 0)) (begin (game_won) (print "GAME OVER SO GET LOW BUS") ) ))
can you make it so the game ends after you enter a certain trigger volume multiple times? (lets say 3)
Sig over file size limit.
- bumlove
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Request for Grunt Birthday skull effect in MP any takers I've seen it has a script I only managed the gravity hack today I think it would be a great way to learn how this all goes by comparing before and after
Could somebody PLEASE explain how to apply the scripts written here on to non scripted maps? I really would like to learn but without the basics I have nothing to go on
*edit tried the copy and paste to plaintext method on zanzibar and it worked so I understand that now my problem is still getting these scripts over to non scripted maps*
Also do these script mods work over system link?
*2nd edit still can't script inject to non scripted maps* but I had a go at the grunt B-day party effect* I'm just guessing but is this right
Code
(script startup partytime
##(begin
###(ice_cream_flavor_stock 1)
##)
)
Replace the #'s with spaces IDK how to write it up like everyone else does
Is it really that simple?
*edit no it isn't, IDK if ice_cream_flavor_stock 1 is the birthday party skull effect but the screen flashes like it does in the game but the map freezes*
*edit ice_cream_flavor_stock does seem to be correct because the arbiter envy script in delta approach has ice_cream_flavor_stock 0*
Could somebody PLEASE explain how to apply the scripts written here on to non scripted maps? I really would like to learn but without the basics I have nothing to go on
*edit tried the copy and paste to plaintext method on zanzibar and it worked so I understand that now my problem is still getting these scripts over to non scripted maps*
Also do these script mods work over system link?
*2nd edit still can't script inject to non scripted maps* but I had a go at the grunt B-day party effect* I'm just guessing but is this right
Code
(script startup partytime
##(begin
###(ice_cream_flavor_stock 1)
##)
)
Replace the #'s with spaces IDK how to write it up like everyone else does
Is it really that simple?
*edit no it isn't, IDK if ice_cream_flavor_stock 1 is the birthday party skull effect but the screen flashes like it does in the game but the map freezes*
*edit ice_cream_flavor_stock does seem to be correct because the arbiter envy script in delta approach has ice_cream_flavor_stock 0*