OK MAW clan challenged us to create a crazy mod for them.
I've got and idea for a crazy one, yet is still an idea havent tested it yet if it is all possible to pass from ideas into working script. It will be called " Drunk Of Honor " ;D
So here is the thing it wil be something similar to capture the flag. So 1 team has to invade others teams headquarters and steal 1 beer bottle, then that player will have to run as fast has possible out of there and take the beer with him to his base. Now the funny crazy part, player will be drunk at the process, so it will be twisting and leaning has hell (also some stumble ;) ) trying to keep straight while running away from enemies.
Will have to rely on their team mates help to succees with his runaway.
If he dies, beer will fall on ground if enemy catches it, it will go straight away to their headquarters and no goal.
There will be the best of 3 with 5 minutes per round. Team-match gametype...but it can be changed to other gametype fraglimit or time of round (need to discuss and try it).
So would love ur opinion , and lets gather all ideas and make a new funny and crazy mod :DDD
Will be waiting for ur reply
Cheers,
PacRac
I think Card made a steal the beer mod (or someone lol) but you werent drunk or anything haha.
I think it (or they) should just be made simple mods ... like booby traps or something, thats why i held that competition (that no-one enterered lol ) - simple little scripts which means you can make lots of different types easily, lets see what else peeps can add to the ideas here :)
yes m8 saw a steal the beer mod once too but it was only to get to beer and steal it winning round. Here is different, u have to steal and take it with u and if u die ur teammate has to pick it up all that pick it up will get drunk :D
Ye we can also work on booby traps, All post your ideas.
;)
I like the idea. You should have it so that the longer the player has the beer, the more drunk they will get.
Another project. Did we get anything started on this one? :D
i've started to a few months ago but never worked on it since then. Will grab this project soon.
Here's Viper's Steal-The-Beer mod. Maybe we can base it off of that.
Quote from: Goober {sfx} on August 29, 2015, 12:09:56 PM
Here's Viper's Steal-The-Beer mod. Maybe we can base it off of that.
it won't let me open the file... :(
This sounds fun, and I love crazy stuff. Tonight when I get home I'll play around with emulating a drunk feeling. If I get anywhere ill post my findings! Have some ideas though.
Ye we need to create a sequence of movements and crouchs to make the player walk as a drunker ;D. Also would be good to work on a foggy or distorced view . this is challeging and dunno what is possible to do but i was thinking of making this Server side and not clientside. So we need to work around and find all possible ways to do it without the need of a download
Yes, it's gonna be a challenge.
Can you adjust the run speed for just one player?
Or set timescale (high, not slowmo) on just one player?
I'm thinking safezoom 1000 (or some other number, depending) to give the player a distorted view.
Also guys, idk how this could be made because it would require high health, thus making the person nearly invulnerable, but... When you raise a players health too much, around 35,000, it causes the game to think the player is dead and the camera cocks sideways and sways back and forth with the players idle head movements. This would make a great effect in this situation, but the health would be a concern as it goes negative and takes massive damage to kill.
Maybe find a base high point to set the health at and loop a check and kill the player when his health drops 100 below the base high point. But I'm not sure how to give the appropriate player the kill for it, since he'll be killed on command. I guess a registerev with reborn.
Anyone with admin pro try this, use the comman "rcon admin_cmd # hurt -17000" on yourself, do this twice possibly a third time, and you can see this swaying effect I describe. Maybe we can find a way to emulate this effect instead of depending on health. It makes it very hard to walk and shoot people, especially accurately. This effect combined with safezoom and some stufftexted leans/strafes would probably make a great drunk effect. I'll test things tonight and post a video if I get anything good.
Humm! Nice discover u made with the health thing didn't know that m8. Well i was thinking to add a combination of force movements to the player looping while he is drunk. like forcing him to walk to sides changing leans and changing the look movements in circles, that is possible to use with stufftext. But never tried that stuff with the health that might give a nice effect though. We must not forget that the beer holder (the drunk one) has too run away to his base and he can be killed so we should not mess with his health otherwise it will be hard to kill him.
I will have some free time soon then i will grab this a bit also, sadly i've been pretty busy with work, family and ETT Clan :/
But yes gotcha that might be the best way to get a nice drunk effect m8. we can try your option just need to preserve the health at 100.
Quote from: Gotcha on August 30, 2015, 06:36:41 PM
Yes, it's gonna be a challenge.
Can you adjust the run speed for just one player?
Or set timescale (high, not slowmo) on just one player?
I'm thinking safezoom 1000 (or some other number, depending) to give the player a distorted view.
Also guys, idk how this could be made because it would require high health, thus making the person nearly invulnerable, but... When you raise a players health too much, around 35,000, it causes the game to think the player is dead and the camera cocks sideways and sways back and forth with the players idle head movements. This would make a great effect in this situation, but the health would be a concern as it goes negative and takes massive damage to kill.
Maybe find a base high point to set the health at and loop a check and kill the player when his health drops 100 below the base high point. But I'm not sure how to give the appropriate player the kill for it, since he'll be killed on command. I guess a registerev with reborn.
Anyone with admin pro try this, use the comman "rcon admin_cmd # hurt -17000" on yourself, do this twice possibly a third time, and you can see this swaying effect I describe. Maybe we can find a way to emulate this effect instead of depending on health. It makes it very hard to walk and shoot people, especially accurately. This effect combined with safezoom and some stufftexted leans/strafes would probably make a great drunk effect. I'll test things tonight and post a video if I get anything good.
Hi all :)
For the part of the player be invulnerable if you do like this:
local.player notsolid
the player dont take damage normaly is used on the spawn protection if you whant the player to be invulnerable only for some time you create a code with a timer when he reach that timer gets solid again.
thanks for the tip doublekill but we want the player to be vulnerable.
So what i meant to do with the Drunk felling was something like this. Using a simpler script is better.
Just add this at the end of the file DMprecache.scr
level waittill spawn
exec global/Drunk.scr::drunk
Make a scr file inside global folder named Drunk.scr
inside Drunk.scr add this:
drunk:
level.drunk = 1
thread drunker
wait 30
level.drunk = 0
end
drunker:
wait 5
iprintlnbold_noloc "Becoming Drunk in 5 seconds...."
wait 5
while (1)
{
if (level.drunk != 1)
{
$player stufftext "centerprint I_AM_SOBER_NOW!!:D"
end
}
if (level.drunk == 1)
{
waitframe
$player stufftext "centerprint WOW!!I_am_Drunk!!"
$player stufftext "+lookdown"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "+button4"
wait 0.4
$player stufftext "-button4"
wait 0.4
$player stufftext "-moveright"
wait 0.4
$player stufftext "+button5"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "-button5"
wait 0.4
$player stufftext "-moveleft"
wait 0.4
$player stufftext "-lookdown"
wait 0.4
$player stufftext "+lookup"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "+button5"
wait 0.4
$player stufftext "-button5"
wait 0.4
$player stufftext "-moveleft"
wait 0.4
$player stufftext "+button4"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "-button4"
wait 0.4
$player stufftext "-moveright"
wait 0.4
$player stufftext "-lookup"
wait 0.4
}
waitframe
}
end
This is a scratch but is just to give you an idea of how we could do it.
I was thinking of trying to find a way to emulate the effect negative health has. Like, not give the player health, but give the effect. There's a way to move the camera, like Rindog's punishment that turns the camera upside down. Maybe instead of upside down maybe we can make a swaying effect with it. I just have to figure out what exactly the game does when it "thinks" the player is dead.
I'm gonna look into this today and post my findings.
ok m8. Looking forward for the result. Just dont forget that it must still be possible to escape, i mean we need to be able to keep running to getaway point.
Gotcha did u try the example i posted?
I just tested your example, very nice effect. So far messing with the camera is just choppy, so it may only be done via stufftexted commands like you've done.
I can't seem to emulate the negative health effect, I tried just forcing the killed state on the player but this just makes it where you can't shoot, or jump, and puts you in the "sharking" position.
I'm gonna keep messing around, but really I think you've about got it lol.
EDIT:
So I've been playing around with your example, what I've got is a little buggy but it's a neat effect. The zooming in and out is the only way I could think to negate the zoom 420 part. Try it, maybe you could mold it more to what you're wanting.
But, by the way, just had a thought, this mod will need event handlers because if people time out, leave, or anything, during drunkness, something will have to detect that event and do a -moveleft,-moveright, etc etc, to turn it off. I was doing something and either quit the game during the drunkeness or killed myself but when I restarted my test server I was stuck going right.
EDIT2: Updated what I posted. Now it's really hard LOL, but it gives you a lot to play with. Maybe just taking the safezoom off, or spacing out some of the stufftext. Seems like a fun challenge right now though lol, it'd definitely be hard
//PacRac's Drunk Script 8/31/15
drunk:
iprintlnbold_noloc "Drunk script starting..."
level.drunk = 1
thread drunker
wait 30
level.drunk = 0
$player weaponcommand dual zoom 0 0
$player respawn
$player nodamage
wait 1
$player stufftext "zoomoff"
$player takedamage
end
drunker:
wait 5
iprintlnbold_noloc "Becoming Drunk in 5 seconds...."
wait 5
$player weaponcommand dual zoom 420 1
$player stufftext "+attacksecondary"
wait 0.10
$player stufftext "-attacksecondary"
while (1)
{
if (level.drunk != 1)
{
iprintlnbold_noloc "DRUNK OFF"
end
}
if (level.drunk == 1)
{
waitframe
$player stufftext "+lookdown"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "+leanright"
$player stufftext "+right"
wait 0.4
$player stufftext "-leanright"
wait 0.4
$player stufftext "-moveright"
wait 0.4
$player stufftext "+leanleft"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "-leanleft"
$player stufftext "-right"
wait 0.4
$player stufftext "-moveleft"
$player stufftext "+left"
wait 0.4
$player stufftext "-lookdown"
wait 0.4
$player stufftext "+lookup"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "+leanleft"
wait 0.4
$player stufftext "-leanleft"
wait 0.4
$player stufftext "-moveleft"
wait 0.4
$player stufftext "+leanright"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "-lookup"
$player stufftext "-leanright"
$player stufftext "-moveright"
$player stufftext "-left"
}
waitframe
}
end
What a toughy... but who doesn't like a good challenge. ;D
I can look to see what I can do sometime this weekend.
Quote
But, by the way, just had a thought, this mod will need event handlers because if people time out, leave, or anything, during drunkness, something will have to detect that event and do a -moveleft,-moveright, etc etc, to turn it off. I was doing something and either quit the game during the drunkeness or killed myself but when I restarted my test server I was stuck going right.
Well that's the thing, the tests i've done when u end the loop it stops all the stufftext commands and all goes fine like u see when u got Sober "Drunk Off".
Just just need to end thread or loop when local.player is Null.
I will check this tomorow is pretty late :D
Hopefully you like the changes. I made the camera also move right and left.
And yes it'll need a null check, but what I mean is, I'm high and had a couple tequilas so let me close my eyes and try to remember....
Hmmm..
Okay I either disconnected in the middle of the loop, or typed restart. Most likely disconnected because my "X" key is bound to disconnect for testing purposes.
The loop ALWAYS ends perfectly on time and everything when the script goes all the way through, but I didn't let it. I'm worried about people disconnected from the server, whether on purpose or accident. If someone lagged out, accidentally quit, or just left, the commands might still be inflicted on them because it sets the command some kinda crazy way that sticks. Unless you exit mohaa I think. Idk but I've had things happen to me on stock servers that make like +moveleft stick on me, and I have to console and type "-moveleft".
Question is, you wanna make it or me? Lol I'm down for any part of this project, I haven't had much to work on lately lol.
i understand what your talking about. Yes it must be tested. It might have a command to reset all movements i don't know we could start to search if is there a command reset all the stufftext to the player.
If there is none then we need to study how to fix the stick commands.
Reborn events are a good and stable way to do it yet it is possible to do it via torso files.
On my mods i always try to make them with original codes, reborn events free, in this way it is possible any one grab it and play it without the need to install reborn patch.
I wont have time this next days to grab this, if u have time do it, will be great ;)
By the way i tested you alterations, the zoom effect is really nice yet it is too much i think. value 150 this the best and also the side movements made it harder to move, just don't forget that the guy that holds the beer must be able to run to it's base, and besides the effect is really realistic the way u made it makes the runaway almost impossible. When i got time i will do some tests and adapt to my liking then will post.
Keep the good work Gotcha
States, really? Hmm. You're more advanced than me but I'll see what I can do. Honestly reborn events is the only thing I can think of because something has to catch the disconnection and force "-" versions of all the commands we use.
I'm gonna try a few things today and see what I can manage. But this thing of using states, I'll have to see that. But how would it work? I can't think of a way to use states to reset these effects in a way that doesn't depending on the player still being connected.
I do my best to use original code, but I LOVE the things reborn has added, if we can avoid using a registerev I'm more than willing but it's beyond my knowledge at the moment. I've seen your work, great scripting, so if it can be done I know you could do it lol. But my only idea is registerev.
The only real restriction I ever give myself is my mods have to be serverside. I haven't made a single client side mod, I don't want people to have to download stuff lol.
Ye use the event then. It is better and best structured.
Then later i can try adapt it without the events, but yes with events is much better.
And about the serverside...We are driving the same road ;). I also always try to do it serverside.
Keep good work Gotcha.
By the way lets use the posts to share parts of scripts to fix or test.
But i think it would be better to share the testing files or full scripts in the {SFX} Team section.
I think this is the best way.
Quote from: PacRac {sfx} on September 01, 2015, 09:09:41 AM
By the way lets use the posts to share parts of scripts to fix or test.
But i think it would be better to share the testing files or full scripts in the {SFX} Team section.
I think this is the best way.
Post your updated files in this post (http://www.mods-r-us.net/index.php?topic=3623.msg33586#msg33586). You can create a seperate thread for scripts. Partial scripts in this post should be OK.