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FPSC Classic Product Chat / Mod that allows you to use scripts in multiplayer

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Mini Matt
16
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Joined: 28th Jan 2010
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Posted: 10th May 2010 19:38
Hi i have been looking all around for a Mod that allows you to use scripts in multiplayer.

Mini Matt

Intel core I7 980x OC 5Ghz (6 core OMG) MSI Big Bang Fusion, Asus Radeon HD5970 + PNY GTX295 (GTX480 as soon as realesed), 2x 120gb OCZ Vortex,
16gb Corsair Dominator DDR3 RAM.
bobochobo
18
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Joined: 9th Jul 2008
Location: My house, in the middle of my street
Posted: 10th May 2010 20:49
''Hi i have been looking all around for a Mod that allows you to use scripts in multiplayer. ''

Thats very interesting, thanks for telling us...

..But I don't think its possible at the moment, as that would mean dynamic entities.

Sven
16
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Joined: 3rd Feb 2010
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Posted: 10th May 2010 20:50 Edited at: 10th May 2010 20:52
u can allready use scripts in mp, just edit an enity's mail script

like the COD pack: Just make a simple 3d model of a box or someting and put it out of the sight. Then give it an COD pack main script and you're ready

cheers from holland!
Mini Matt
16
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Joined: 28th Jan 2010
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Posted: 11th May 2010 20:45
Didnt they patch that??

Intel core I7 980x OC 5Ghz (6 core OMG) MSI Big Bang Fusion, Asus Radeon HD5970 + PNY GTX295 (GTX480 as soon as realesed), 2x 120gb OCZ Vortex,
16gb Corsair Dominator DDR3 RAM.
A r e n a s
18
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Joined: 9th Jun 2008
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Posted: 11th May 2010 21:00
There are certain entities within multiplayer which are able to be dynamic. If you change the main script when editing in singleplayer and convert back to multiplayer you can use scripts in game. Be warned however, if you do something such as open a door, or activate an item, other players of that game dont have mirrored reactions. Nothing will change for the other people on your game. The special entities which you can modify include:

-> Lifts,
-> Weapons,
-> Ammo,
-> Doors.

Cyborg ART
19
Years of Service
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 11th May 2010 22:49
Maybe a mod should add something like Send string = StringVar,"String" etc for booleans, integers and all other kinds of variables.

That way when scripting a door there could be something like:

state=1,keypressed=10:activateifused,open=1
state=1:send boolean=open,1

I am no good at scripting so I made that code up
But you get my point. This could open up lots of doors

A r e n a s
18
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Joined: 9th Jun 2008
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Posted: 12th May 2010 00:00
There is a bit wrong with that code But ye, I understand The problem is that not all mods have a name system for variables, and it is quite a tricky feature to implement. I would assume that most people use Fenix mod, and I imagine that features will be up for discussion after the migration

Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 12th May 2010 02:54
or maybe make it easy to reference other objects in scripts but using it's name: for instance

:state=1,plrdistwithin=100(root.enemy1,root.enemy2,root.enemy3=state=2)state=2
:state=2:state=1

the parenthasees would basically select anything on the level's root (root.) and then the equals within the parenthasees would allow a few remote commands to tell them what to do (basically just state changes and timer stuff, or animations)

then there would be a much easier way to make other things do stuff.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU

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