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Posted: Tue Mar 28, 2006 12:44 am
by Janner
I'm not sure if you want many waits in your config... I experienced weird things with wait (auto walk forward, keep shooting untill i click mouse1 again). The auto killmsg works fine with me, but I made it so that it gives the kills of that weapon, not all kills in total...
Posted: Thu Mar 30, 2006 3:01 pm
by Cnnlngs
thx for the advice
anyway... i still believe it's a delay problem 'cause after the frag i write "$counter_totalkills" on the console and it's alright, but when it's triggered right after the frag is done, it shows the total kills before the frag.
Posted: Fri Mar 31, 2006 12:38 am
by Janner
Oh now I get your problem! You trigger the enemyd BEFORE the kill is 'recorded'. Don't trigger it with "*saw the bullet*" or something, trigger it at the enemy down thing. I'll provide you with an example soon.
EDIT: here:
Code: Select all
//// Frag triggers
// Pistol
trigger "counter_pistolfrag;HERE" "*$name$'s Mark 23 pistol"
trigger "counter_pistolfrag;HERE" "*$name$'s .45 caliber pistol round"
// Akimbo pistols
trigger "counter_akimbofrag;HERE" "*$name$'s akimbo Mark 23 pistols"
trigger "counter_akimbofrag;HERE" "*was John Woo'd by $name$*"
// MP5
trigger "counter_frag;if $counter_roundover == 0 then inc counter_mp5kills;HERE" "* $name$'s *MP5*"
// M4
trigger "counter_frag;if $counter_roundover == 0 then inc counter_m4kills;HERE" "*$name$'s M4*"
// SSG
trigger "counter_sniperfrag;HERE" "*sniper bullet * $name$*"
trigger "counter_sniperfrag;HERE" "*was picked off by $name$*"
trigger "counter_sniperfrag;HERE" "*was sniped in the stomach by $name$*"
trigger "counter_sniperfrag;HERE" "*was shot in the legs by $name$*"
// M3
trigger "counter_frag;if $counter_roundover == 0 then inc counter_m3kills;HERE"" "*$name$'s M3*"
// HC
trigger "if $counter_roundover == 0 then inc counter_hctwobarrelkills;counter_hcfrag;HERE"" "*$name$'s sawed*off*"
trigger "if $counter_roundover == 0 then inc counter_hconebarrelkills;counter_hcfrag;HERE"" "*$name$'s single barreled handcannon*"
// Knife
trigger "counter_knifefrag_throw;HERE" "*$name$'s flying knife*"
trigger "counter_knifefrag_slash;HERE" "*throat slit by $name"
trigger "counter_knifefrag_slash;HERE" "*compliments of $name"
trigger "counter_knifefrag_slash;HERE" "*gutted by $name"
trigger "counter_knifefrag_slash;HERE" "*repeatedly in the legs by $name"
// Grenade
trigger "counter_grenadefrag;HERE" "*see $name$'s handgrenade"
// Kick
trigger "counter_kickfrag;HERE" "*got * ass kicked by $name"
trigger "counter_kickfrag;HERE" "*$name$, with a quickness"
trigger "counter_kickfrag;HERE" "*remove $name$'s boot from * ass"
// Punch
trigger "counter_punchfrag;HERE" "*was knocked out by $name"
trigger "counter_punchfrag;HERE" "*got a free facelift by $name"
trigger "counter_punchfrag;HERE" "*$name$'s iron fist"
// Drops
trigger "counter_frag;if $counter_roundover == 0 then inc counter_dropkills;HERE" "*was taught how to fly by $name"
Just replace the HERE with your enemyd message + radiosound, and be sure to delete the trigger I mentioned before.
EDIT2: hehe, I was trying too hard: counter_autoenemyd "your enemyd msg here"
Posted: Sat Apr 01, 2006 10:53 am
by Cnnlngs
great!
thx a lot
Posted: Sat Apr 01, 2006 1:57 pm
by Cnnlngs
another word for AK:
the other day i kicked a bloke to death, but your uber script didn't counted it as a frag; so in the upper right corner of my screen there where 11 frags, but in the console (mapstats) there were only 10
be sure to add that for the next version
keep up the good work!
Posted: Sat Apr 01, 2006 3:52 pm
by AK
Cnnlngs wrote:another word for AK:
the other day i kicked a bloke to death, but your uber script didn't counted it as a frag; so in the upper right corner of my screen there where 11 frags, but in the console (mapstats) there were only 10
I might have missed a message for a trigger, I'll try to find it. Thanks.
Posted: Tue Apr 04, 2006 5:45 pm
by Cnnlngs
also, if you fall in mesto ("$name was in the wrong place" i think it is), the script still counts teh frags as if you had not fallen
Posted: Thu Apr 13, 2006 11:21 am
by Janner
could be useful for someone wanting to exec different cfg's for different maps:
Code: Select all
trigger "exec cfg/$map$.cfg" "#cl_enterlevel"
Posted: Wed Jun 21, 2006 8:41 am
by kamikraez
this beats the netgraph toggle alias (in my opinion)
the graph stays up only as long as you press the key
Code: Select all
//netgraph toggle
alias +net "netgraph 1"
alias -net "netgraph 0"
bind z +net
Posted: Tue Aug 08, 2006 12:33 pm
by Haudrauf
A guy came to me and asked me about my previously posted scripts where $h_LCA == 3 would define that the round runs at the very moment.. etc.
And it came to be that he wanted some help with some killtriggers .. some more sophisticated ones of course.
As I don't like building funny things just for one person, here they are:
- It defines 4 killmessages that get _randomly_ chosen (needs aprq2 1.20 or higher)
Code: Select all
/// define ONLY messages: (we have 4 different messages)
set t_kill_messagecount 4
alias t_kill_1 "say_team %K got killed and I laugh my ass off."
alias t_kill_2 "say_team %K can't laugh anymore. lala lols."
alias t_kill_3 "say_team YOooo are so dead %K.. right? I don't hear you.."
alias t_kill_4 "say_team %K .. don't you find killmessages lame??"
/// we assign the message refered to by the random variable to the t_kill alias
/// and we always sound: enemy down!..
alias t_kill "radioteam enemyd; t_kill_$t_kill_rnd$"
/// let t_kill be a rotating alias. // we have 4 kill messages so we initialise a random variable for that.
alias t_killtrigger "random t_kill_rnd 1 $t_kill_messagecount; t_kill"
/// if round is running then run the actual trigger.
alias t_killedhim "if $h_LCA == 1 then t_killtrigger"
/// we killed something..
trigger "t_killedhim" "*blahblah had a makeover blah*"
Note: it's perhaps easier to read it from the last line to the first line
as this would be the way of execution.
Code: Select all
<cat> you dont have this.. when killing 1st.. there are 3 random msgs.. 2nd.. there are 3 NEW random msgs.. cant be the same as the 1st.. or?
<QuAd> you count the kills
<QuAd> and if killcount is 2 then call another alias than t_kill.
<cat> ya. you count the kills, and it restarts at 0 at next round.
=> Yes, you can even say that you want 4 OTHER random killmessages once you fragged TWO ppl in the current round by doing this:
Instead of:
Code: Select all
alias t_killtrigger "random t_kill_rnd 1 $t_kill_messagecount; t_kill"
It would look like this:
Code: Select all
alias t_killtrigger "random t_kill_rnd 1 $t_kill_messagecount; t_killgroup_$killcount$"
Code: Select all
<QuAd> t_killgroup_1 is like t_kill now.
Code: Select all
alias t_killgroup_1 "radioteam enemyd; t_kill_$t_kill_rnd$"
alias t_killgroup_2 "radioteam enemyd; t_kill2_$t_kill_rnd$"
Note: You will need to define t_killgroup_3, t_kill3_1 (actual message) etc. as you need them.
If you can handle these things, be welcome to use them
Handle with care.
Haudrauf.
PS: The above scripts were written without being tested. But should work as I saw through them more than once.
edit: optimized.
Posted: Tue Aug 08, 2006 3:43 pm
by skmz
It works wonderful, Haudrauf. I just had to make a few changes. It's awesome! Thx! See ya. :I
Posted: Tue Aug 08, 2006 8:19 pm
by Sovnig
Haudrauf wrote:A lot
Hmmm, I don't get this... is this a way to code an automatic killmsg that shows whenever you kill someone?
Posted: Wed Aug 09, 2006 9:53 am
by skmz
Sovnig wrote:Haudrauf wrote:A lot
Hmmm, I don't get this... is this a way to code an automatic killmsg that shows whenever you kill someone?
It works like this;
When you are about to kill a 1st player, it will be choosed between (4) messages, randomly. Only for the 1st player killed.
Then, if you kill another player (in the same round), it will be choosed between (4) total new killmessages, only used for the 2nd player.
And so on..
So it's 4 unique messages for each player by 4 total. So in the beginning of each message, I have the number of how many I have killed in that round. Very handy in clanwars, so your teammates will know how many you have killed.
Even more handy if you are using the radio numbers 1,2,3,4, for each player you kill.
I don't know if I explained this really good at all, but hopefully you get the idea.
+ Credits to Haudrauf for making this amazing code.
+ Also credits to Maniac for the trigger-code, and some help for coding some scripting as well.
Posted: Tue Aug 15, 2006 3:44 pm
by Zap
i dont get it:D:D:D
skmz gimme ur script please:D FAST
i need the number counting sys which automatically says kill msgs and numbers (sound and text:D) and im dumbass when its about to scripting
for apr 1.20 would be good
the script what janner gave was junk (no offence), so please be so kind and share ur script:D
Posted: Wed Aug 16, 2006 12:42 am
by Janner
Yea, I was experimenting to make a var that counts aswell, but I can (if you still want my scripts!) give you the script I always use, but that one has no random msges...
EDIT: You have to use ak's script in order for this one to work, by the way