Sir_Pink的最近内容

  1. Sir_Pink

    US_Fastest_DM

    Only the players health is restored.
  2. Sir_Pink

    US_Fastest_DM

    Archers love to tag people as someone is having a 1 vs 1. They die instantly and do it again. This requires them to be skilled to get a kill.
  3. Sir_Pink

    US_Fastest_DM

    Orion 说:
    By the time someone has 30 kills, they probably have decent gear or they're persistent. If they've got decent gear, health regen seems OP. It's hard enough to bring down someone in banded armor as it is. :lol:

    I thought the same thing before setting out to make this script. All it really does is create the intense feel of duel mode but with an all out brawl style of deathmatch. It also reduces the archers, since they can't grief.
  4. Sir_Pink

    US_Fastest_DM

    30 is the number to reach. You unlock it over time just by killing. I made it that way for an incentive to stay on the server longer.
  5. Sir_Pink

    US_Fastest_DM

    CalamityuP 说:
    Ideas for future versions:
    - single player weapons (stats match native weapons - cosmetic only)
    - single player armor (stats match native armor - cosmetic only)
    - single player horses (stats match native horses- cosmetic only)
    - taunts (for the lulz)
    - reduced gold


    All cosmetic stuff is great as is taunts. Yay for that.
    30 kills seems a little easy for Warlord. Maybe 50? Or perhaps it can be balanced for shorter duration maps. It's a fantastic idea though.

    I could have it adjust according to how long the map is. I too feel 30 is also a bit low, so I'll need more feedback before I adjust the value.

    Yes, the server is dedicated. I'm renting from a service provider.
  6. Sir_Pink

    US_Fastest_DM

    I'm renting a 20 man slot deathmatch server. The combat speed is set to fastest and it's located in Texas. The server has a custom script made by me called Warlord (No downloads required). Warlord Mode Features: - Displays x of 30 kills required to unlock. - Displays message when unlocked. -...
  7. Sir_Pink

    OSP Code Combat Warlord script (regenerate health multiplayer compatible)

    Here is a little tweak to the "add_kill_counts" script in module_scripts.py. I made it when you get a kill it displays how many you have x of 30 until you unlock warlord. when you reach 30, it displays you have unlocked it. Every kill afterwards gives you full HP. Snippet: Full Script...
  8. Sir_Pink

    Multiplayer Admin Panel Checkbox {Req Help}

    Thanks, I now feel silly for not being able to figure that out.
  9. Sir_Pink

    Multiplayer Admin Panel Checkbox {Req Help}

    I'm trying to add an extra checkbox to the admin panel for multiplayer, so I can toggle on and off health regen based on when you get a kill. The checkbox works and so does my script. The issue is, when I try to add the checkbox in module_presentations.py it will not appear. If I comment out the...
  10. Sir_Pink

    The Midnight Watchmen [TMW] - UNDEFEATED IN OVER 5 YEARS

    I vote for MasterUnicorn for prez!
  11. Sir_Pink

    Cavalry Forced Spawn Location {Solved}

    You the man Vincenzo! *bows, I'm not worthy!*  :grin:. the counting starts from 0 to 63 = 64 for deathmatch entry points. so when i had it set to 64 and 65, it didnt know how to spawn the agent and there for crashed the game.

    Thank you for all your help.

    Final version Script:
    插入代码块:
          (1, 0, 0, [],
           [
             (multiplayer_is_server),
             (get_max_players, ":num_players"),
             (try_for_range, ":player_no", 0, ":num_players"),
               (player_is_active, ":player_no"),
               (neg|player_is_busy_with_menus, ":player_no"),
    
               (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
               (lt, ":player_team", multi_team_spectator),
    
               (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
               (ge, ":player_troop", 0),
    
               (player_get_agent_id, ":player_agent", ":player_no"),
               (assign, ":spawn_new", 0),
               (try_begin),
                 (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
                 (eq, ":player_first_spawn", 1),
                 (assign, ":spawn_new", 1),
                 (player_set_slot, ":player_no", slot_player_first_spawn, 0),
               (else_try),
                 (try_begin),
                   (lt, ":player_agent", 0),
                   (assign, ":spawn_new", 1),
                 (else_try),
                   (neg|agent_is_alive, ":player_agent"),
                   (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
                   (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
                   (assign, ":spawn_new", 1),
                 (try_end),             
               (try_end),
               (eq, ":spawn_new", 1),
               (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),
    
    		   
    ################## ORIGINAL START
    #           (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
    #           (try_begin),
    #             (ge, ":has_item", 0),
    #             (assign, ":is_horseman", 1),
    #           (else_try),
    #             (assign, ":is_horseman", 0),
    #           (try_end),
    		            
    #           (call_script, "script_multiplayer_find_spawn_point", ":player_team", 0, ":is_horseman"), 
    #           (player_spawn_new_agent, ":player_no", reg0),
    #         (try_end),
    
    ################## ORIGINAL END
    
    # 			custom rule 
               (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
               (try_begin),
                 (ge, ":has_item", 0),
                 (assign, ":is_horseman", 1),
               (else_try),
                 (assign, ":is_horseman", 0),
               (try_end),
               
    		   
    		   (store_current_scene, ":current_scene"), # stores the current map.
               (try_begin), # for this scene we spawn horsemen differently.
                 (eq,":current_scene","scn_multi_mod_blankmap"), # checks if the current stored map matches the specific map i want.
                 (eq,":is_horseman", 1),
    			 
                 
                 #(store_random_in_range, reg0, 63, 64),
    			#Randomly selects valid entry points for horsement to spawn. (0 to 63) valid entry points
    			(store_random_in_range, ":rand", 0, 2),
    				(try_begin),
    					(eq, ":rand", 0),
    					(assign, reg0, 30), 
    				(else_try),
    					(eq, ":rand", 1),
    					(assign, reg0, 63), 
    				(try_end),
    
    			 
               (else_try),
                 (call_script, "script_multiplayer_find_spawn_point", ":player_team", 0, ":is_horseman"), 
               (try_end),
    		   
    		   (player_spawn_new_agent, ":player_no", reg0),
    		   
             (try_end),
    
             ]),


    64d1cdef08d71cf1d407c027a80a4b0c.png

  12. Sir_Pink

    Cavalry Forced Spawn Location {Solved}

    I made the modification to the script for when an agent spawns under "multiplayer_dm" in "module_mission_templates" like you recommended. When I try to spawn as a horseman, it crashes the game.


    Full Script:
       
     
    插入代码块:
    (1, 0, 0, [],
           [
             (multiplayer_is_server),
             (get_max_players, ":num_players"),
             (try_for_range, ":player_no", 0, ":num_players"),
               (player_is_active, ":player_no"),
               (neg|player_is_busy_with_menus, ":player_no"),
    
               (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
               (lt, ":player_team", multi_team_spectator),
    
               (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
               (ge, ":player_troop", 0),
    
               (player_get_agent_id, ":player_agent", ":player_no"),
               (assign, ":spawn_new", 0),
               (try_begin),
                 (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
                 (eq, ":player_first_spawn", 1),
                 (assign, ":spawn_new", 1),
                 (player_set_slot, ":player_no", slot_player_first_spawn, 0),
               (else_try),
                 (try_begin),
                   (lt, ":player_agent", 0),
                   (assign, ":spawn_new", 1),
                 (else_try),
                   (neg|agent_is_alive, ":player_agent"),
                   (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
                   (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
                   (assign, ":spawn_new", 1),
                 (try_end),             
               (try_end),
               (eq, ":spawn_new", 1),
               (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),
    
    		   
    ################## ORIGINAL START
    #           (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
    #           (try_begin),
    #             (ge, ":has_item", 0),
    #             (assign, ":is_horseman", 1),
    #           (else_try),
    #             (assign, ":is_horseman", 0),
    #           (try_end),
    		            
    #           (call_script, "script_multiplayer_find_spawn_point", ":player_team", 0, ":is_horseman"), 
    #           (player_spawn_new_agent, ":player_no", reg0),
    #         (try_end),
    
    ################## ORIGINAL END
    
    # 			custom rule 
              (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
               (try_begin),
                 (ge, ":has_item", 0),
                 (assign, ":is_horseman", 1),
               (else_try),
                 (assign, ":is_horseman", 0),
               (try_end),
               
               (try_begin), # for this scene we spawn horsemen differently.
    		     (store_current_scene, ":current_scene"), # stores the current map.
                 (eq,":current_scene","scn_multi_mod_blankmap"), # checks if the current stored map matches the specific map i want.
                 (eq,":is_horseman", 1),
                 
                 # select a random entrypoint from the ones we use in the map for horsemen. (currently only 64)
                 (store_random_in_range, reg0, 64, 65),
               (else_try),
                 (call_script, "script_multiplayer_find_spawn_point", ":player_team", 0, ":is_horseman"), 
               (try_end),
    
               (player_spawn_new_agent, ":player_no", reg0),
             (try_end),
    
             ]),

    Changes:
    插入代码块:
    # 			custom rule 
               (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
               (try_begin),
                 (ge, ":has_item", 0),
                 (assign, ":is_horseman", 1),
               (else_try),
                 (assign, ":is_horseman", 0),
               (try_end),
               
               (try_begin), # for this scene we spawn horsemen differently.
                 (store_current_scene, ":current_scene"), # stores the current map.
                 (eq,":current_scene","scn_multi_mod_blankmap"), # checks if the current stored map matches the specific map i want.
                 (eq,":is_horseman", 1),
                 
                 # select a random entrypoint from the ones we use in the map for horsemen. (currently only 64)
                 (store_random_in_range, reg0, 64, 65),
               (else_try),
                 (call_script, "script_multiplayer_find_spawn_point", ":player_team", 0, ":is_horseman"), 
               (try_end),
    
               (player_spawn_new_agent, ":player_no", reg0),
             (try_end),
  13. Sir_Pink

    Cavalry Forced Spawn Location {Solved}

    No one on this forum can help me clear up my scripts logic? a simple bullet point to outline how I should approach this script different would be more than enough.  :grin:
  14. Sir_Pink

    Cavalry Forced Spawn Location {Solved}

    I'm working on a custom arena map. The top area feels like native arena, but bellow is rocks / platforms you have to jump across. if you fall you land on spikes. I'm trying to make it so if you spawn as cavalry you are forced to spawn at one of the above area entry points. This is what I have so...
  15. Sir_Pink

    War of The Roses $5,000 tournament

    War of The Roses FTW! http://www.youtube.com/watch?v=9n4OxFjckX4&list=UUIquhTRs7QJrzCfiAMwfV8w&index=8&feature=plcp
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