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Simple script idea...

Historical capture recovered from the Wayback Machine · captured 2003-03-20 · 24 posts
It seems to me that this would be fairly easy though I don't have any T2 scripting experience so I don't actually know. Basicly, I'm wondering if there's anyone that would be willing to help me make it.

There would be a single keybind and when the key is pressed this is what it does:
1. Puts a waypoint on all functional base inventories.
2. Puts a different waypoint on all functional remotes.
3. Puts a waypoint on functional vpads.
4. If gens are down, a small hud tells you which ones and powered down invs aren't waypointed.
When the key is released it removes all waypoints and the hud.

If there are more invs than allowed waypoints then you should have no trouble getting equip so who cares if some are not shown... or it could alternate, doesn't really matter.

It seems quite simple but I imagine it would save people a ton of time since they wouldn't have to look for invs... would also help those farmers... perhaps an option for constant on for them. It would also allow you to see remotes put out by people that don't know how to use a beacon.
Hmm... probably a waypoint for MPB too... and maybe waypoint priority is done by closest ones when there are too many.
isnt there a farmers hud which tells u what is up and what is down?

engineers hud
laziness i says
jeez, go to sleep.
As I recall, engineer's hud doesn't auto do the waypoints. The idea is to have it so you can quickly press a button to find the closest inv and not have to go through any hastle.
Engineers hud is the suck

Its big and takes up half the screen, and ugly as hell
the entire functionality you want isn't possible, and most of the stuff that you want that can be done is done in engineer hud.
There is no way to do that kind of thing dynamically. As a matter of fact it would probably be a huge pain in the ass to try to put a waypoint on a specific map object.




Post edited by jsut at 2/5/2003 10:18:11 AM

jsut's cheats scripts

Thanks for the feedback.

That's unfortunate though... would it be possible to store the data map by map of where the big inventories are and then place the waypoints? Since the icons it makes in the command circuit change color with damage it seems that that data could be obtained one way or another so possible it could be done this way?
You could store the positions, but you couldn't determine if they were up or down. That kind of information is not available in script.

jsut's cheats scripts

now correct me if im wrong.. i know nothing of actual scripting.. but i thought if something was visible in CC screen you could script offof changes to it.. example being your main inventories and such.. CC knows if they are working or not.. so why could u have a script.. that if nothing else could put up a waypoint on your teams iNVs.. Green if its working and red if its broken. yes i know engineers hud will tell u the same thing.. but as was said i really don want 1/4 of screen taken up for this 1 small functional script idea.

possible?
The CC is mostly implemented through the exe. it has access to things that regular script doesn't. like the status of gens, individual players healths etc.

just because you can see it, doesn't mean you can script it.

jsut's cheats scripts

Here's a suggestion. I think there a message when someone tries to use a non-functional inventory (maybe I'm wrong or its just in some mods). Could a player carry a script that automatically waypoints the broken inventory automatically based on that message. Maybe also waypoint a working inventory as working too. May require some kind of broadcasting over teamchat with imbedded coordinates.
this has been tried i believe... doesn't work all that well.


Div stoners 4 lyfe!

Originally posted by: jsut

You could store the positions, but you couldn't determine if they were up or down. That kind of information is not available in script.



If up/down status isn't available to script, how does EngineersHUD show it?
VRG - thats a big key that tells you that you need to fix your gens. Your team probably screams it!!!
Originally posted by: Rx Fragginstein

Originally posted by: jsut

You could store the positions, but you couldn't determine if they were up or down. That kind of information is not available in script.



If up/down status isn't available to script, how does EngineersHUD show it?


engineers hud doesn't exactly work all the time.
It is imperfect but reliable. There is a delay, but it works.
Originally posted by: Rx Fragginstein

Originally posted by: jsut

You could store the positions, but you couldn't determine if they were up or down. That kind of information is not available in script.



If up/down status isn't available to script, how does EngineersHUD show it?


EngineerHUD doesnt really script.. it takes the icons directly out of your CC screen and puts them on your play screen.

to waypoint actually scripting based off the objects would have to work.
I wish remote inv's had a beacon planted inside them when deployed. Next patch maybe?
Originally posted by: 82nd Mofo

I wish remote inv's had a beacon planted inside them when deployed. Next patch maybe?


its built into the new renegades client. You can also pick them back up at anytime and move them.
Originally posted by: 82nd Mofo

I wish remote inv's had a beacon planted inside them when deployed. Next patch maybe?

AT least having the option to beacon/not allows for elimination of suspected guys who have autospam cheats based on beacons (ie apparently why targetting beacons were removed from Classic, although I have heard that WP beacons inherently posses the same exploitable data).

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