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Have you ever seen this?
It happened when I'm playing your script
Last edited by love_Oni (05/11/08 06:05)
The Boy Who Knew Too Much
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Have you ever seen this?
It happened when I'm playing your script
That's a feature of the script. (adrenaline)
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Hmm. I never tried out the script. Oops. Looks interesting.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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interesting script thanks:)
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Here's version 1.5, some minor changes. (no boss shield and other I forgot)
(working in fun script arena)
Last edited by s10k (07/30/08 12:07)
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Nice !! The new version of the "fun_script" has even funnier than the previous one!
Last edited by love_Oni (07/29/08 10:07)
The Boy Who Knew Too Much
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Nice !! The new version of the "fun_script" has even funnier than the previous one!
Glad you like it.
Last edited by s10k (07/29/08 10:07)
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Here's first version of fun script arena. Need a lot of improvement.
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I like it! Take a SBG, turn 'roughjustice' and superammo' cheat code on and have some fun !
The Boy Who Knew Too Much
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I like it! Take a SBG, turn 'roughjustice' and superammo' cheat code on and have some fun !
You can change the frequency with the enemies appear.
Open funscript_arena.bsl search for "foda2(" and increase/decrease sleep times at the begin and the end of the fuction.
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Nice script!! I've been playing this like 3hrs non-stop!! Using my plasma rifle I made plus roughjustice BAMM burn everyones @$$ to death!! Also I like the adrenaline part. I can tell that Oni's image is only made of triangles.
My videos >> http://www.youtube.com/user/ONIrules7777
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Nice script!! I've been playing this like 3hrs non-stop!! Using my plasma rifle I made plus roughjustice BAMM burn everyones @$$ to death!! Also I like the adrenaline part. I can tell that Oni's image is only made of triangles.
lol wich version did you played arena or normal?
By the way where's new version of fun script arena (I would like to add how many enemies we had killed (a kill counter) but I didn't find out how to do that, if someone want to help me, let me know)
v1.1:
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Fun script!
How a about this thing: I think we shouldn't play the slow motion randomly. We'll play it when Konoko is holding a weapon and performs a running roll move, or either keep the random slow motion and add the new function:
func slowmo {
fork pis_run_roll_lt
fork pis_run_roll_rt
fork rif_run_roll_lt
fork rif_run_roll_rt
}func pis_run_roll_lt {
chr_wait_animation 0 KONPISss_lt_slide
slowmo 50
sleep 600
fork pis_run_roll_lt
}func pis_run_roll_rt {
chr_wait_animation 0 KONPISss_rt_slide
slowmo 50
sleep 600
fork pis_run_roll_rt
}func rif_run_roll_lt {
chr_wait_animation 0 KONRIFss_lt_slide
slowmo 50
sleep 600
fork rif_run_roll_lt
}func rif_run_roll_rt {
chr_wait_animation 0 KONRIFss_rt_slide
slowmo 50
sleep 600
fork rif_run_roll_rt
}
It's a pity that we can't turn the 'roughjustice' cheat code on by scripting.
P.S: What did you try to make a kill counter?
Last edited by love_Oni (08/23/08 09:08)
The Boy Who Knew Too Much
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I will look at your sugestion.
I tried did the kill counter with chr_wait_health + some variables. (like the respawn fuction) But because I use force command it seems not to work. If you have another ideas let me know.
Fun script!
How a about this thing: I think we shouldn't play the slow motion randomly. We'll play it when Konoko is holding a weapon and performs a running roll move, or either keep the random slow motion and add the new function:
func slowmo {
fork pis_run_roll_lt
fork pis_run_roll_rt
fork rif_run_roll_lt
fork rif_run_roll_rt
}func pis_run_roll_lt {
chr_wait_animation 0 KONPISss_lt_slide
slowmo 50
sleep 600
fork pis_run_roll_lt
}func pis_run_roll_rt {
chr_wait_animation 0 KONPISss_rt_slide
slowmo 50
sleep 600
fork pis_run_roll_rt
}func rif_run_roll_lt {
chr_wait_animation 0 KONRIFss_lt_slide
slowmo 50
sleep 600
fork rif_run_roll_lt
}func rif_run_roll_rt {
chr_wait_animation 0 KONRIFss_rt_slide
slowmo 50
sleep 600
fork rif_run_roll_rt
}It's a pity that we can't turn the 'roughjustice' cheat code on by scripting.
P.S: What did you try to make a kill counter?
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Try this:
func slowmo {
chr_wait_animation 0 KONPISss_lt_slide KONRIFss_rt_slide KONPISss_rt_slide KONRIFss_lt_slide
slowmo 50
sleep 600
fork slowmo
}
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Also try this :
func void main(void) {
...
sleep 1500
fork slowmo_gen
}func slowmo_gen {
dmsg "[b.It's]...
dmsg " "
fork slowmo1
fork slowmo2
sleep 100
dmsg "[y.Bullet] [r.TIME!]"
sleep 3600
fork slowmo_gen
}func slowmo1 {
chr_wait_animation 0 KONPISss_lt_slide KONPISss_rt_slide
slowmo 50
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 4
#
#repeat
#
chr_wait_animation 0 KONPISss_lt_slide KONPISss_rt_slide
slowmo 50
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
}func slowmo2 {
chr_wait_animation 0 KONRIFss_rt_slide KONRIFss_lt_slide
slowmo 50
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 16
#
#repeat
#
chr_wait_animation 0 KONRIFss_rt_slide KONRIFss_lt_slide
slowmo 50
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
}
About the kill counter: I looked at your 1.0 script arena. I think you can try to go this way:
func SpawnMuroFunction (it's just an example name) {
... (these are commands to spawn Muro)
fork ScoreForMuro (example name)
sleep [time to respawn Muro]
}func ScoreForMuro {
chr_wait_health(Muro, 1); score= score + 1
(don't type "fork ScoreForMuro" here)
}
We'll do that for others too:
func SpawnEnemiesFunction {
... (these are commands to spawn enemies)
fork ScoreForEnemies
sleep [time]
}func ScoreForEnemies {
fork ScoreForEnemy1
fork ScoreForEnemy2
fork ScoreForEnemy3
...
}func ScoreForEnemy1{
...
}
func ScoreForEnemy2{
...}...
func SpawnAlliesFunction{
...
}
And I think we'll print the score after an event (for example, after Konoko respawned):
func Wait-when-Konoko-diesFunction {
chr_wait_health(0, 0);
fork RespawnKonokoFunction
}func RespawnKonokoFunction {
... (commands to respawn Konoko)
sleep [time]
fork PrintScore
fork Wait-when-Konoko-diesFunction
}func PrintScore {
if(score eq 'number') then show score... (something else if you want)
}
Is that ok?
Last edited by love_Oni (08/24/08 05:08)
The Boy Who Knew Too Much
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Seems ok. I will try that. Thanks.
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Where's a new version 1.2
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About the kill counter: I looked at your 1.0 script arena. I think you can try to go this way:
func SpawnMuroFunction (it's just an example name) {
... (these are commands to spawn Muro)
fork ScoreForMuro (example name)
sleep [time to respawn Muro]
}func ScoreForMuro {
chr_wait_health(Muro, 1); score= score + 1
(don't type "fork ScoreForMuro" here)
}We'll do that for others too:
func SpawnEnemiesFunction {
... (these are commands to spawn enemies)
fork ScoreForEnemies
sleep [time]
}func ScoreForEnemies {
fork ScoreForEnemy1
fork ScoreForEnemy2
fork ScoreForEnemy3
...
}func ScoreForEnemy1{
...
}
func ScoreForEnemy2{
...}...
func SpawnAlliesFunction{
...
}And I think we'll print the score after an event (for example, after Konoko respawned):
func Wait-when-Konoko-diesFunction {
chr_wait_health(0, 0);
fork RespawnKonokoFunction
}func RespawnKonokoFunction {
... (commands to respawn Konoko)
sleep [time]
fork PrintScore
fork Wait-when-Konoko-diesFunction
}func PrintScore {
if(score eq 'number') then show score... (something else if you want)
}
Is that ok?
It's works! I will release it in new version. Thanks.
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Where's a beta version of score system.. But after some time you will get a 0 score forever... Do you think that you can find the bug? :S
I believe it's because of forced characters.. But I am not sure.
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Version 1.6 of fun script:
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Fun script is keep getting better and better
My videos >> http://www.youtube.com/user/ONIrules7777
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Here's a new version: (I had it here in home computer at some time)
http://dl.getdropbox.com/u/143726/fun_script_1.7.zip
It should have more additions but since I am out of time, they will be included in next version.
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Nice. Thanks for sharing .
The Boy Who Knew Too Much
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Fun Script Arena v1.3:
http://script10000.oni2.net/files/myscripts/fsa13.zip
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