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Author Topic: Saxingers Serverscrips for NW [OSP]  (Read 5821 times)

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Offline Saxinger

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Saxingers Serverscrips for NW [OSP]
« on: April 19, 2014, 01:06:28 pm »
****Saxingers Server Scripts****



Hi NW Community.

Here are some serverscripts fou you. I have some more but I thought the following are enough for the beginning.
The Scripts are for all gamemodes.




**Scripts**


- Join Message

Spoiler
When somebody joines the Server it is shown in a textmessage: (Saxinger joined the server).

If  a admin joines : (Admin Saxinger joined the server). [Note that this server message will be returned as an Admin Chat]
[close]

- Leave Message

Spoiler
When somebody leaves the Server it is shown in a textmessage: (Saxinger left the server).
[close]

- Kill/Death Message and Killstreak

Spoiler
When a character a kills character b, character a will recieve a message with the Information how much he were away from character b. (I could also add the info what the ID of character a is)

Everytime when a kills b (and a dies not), a counter will add for every kill an point. When character has 5 kills there will be, a for all visible message : Saxinger has a 5 killstreak. The killstreak limit is 20.
[close]

- Automatic Server Announcements

Spoiler
At an interval of 5 minutes, the server will send one of five messages to all player. The admin can define them in module_strings :  ("server_message_1", "Type you first Serveranouncement"),

("server_message_2", "Type you first Serveranouncement"),
("server_message_3", "Type you first Serveranouncement"),
("server_message_4", "Type you first Serveranouncement"),
("server_message_5", "Type you first Serveranouncement"),
("server_message_6", "Type you first Serveranouncement"),
[close]

-Server message

Spoiler
This script I almost use in all of my scripts. Add the script  ("cf_server_message_syn") just to the module_scripts.
[close]

***Script Codes***

Spoiler
Join Message

Code
 ("multiplayer_server_player_joined_common",
   [
     (store_script_param, ":player_no", 1),
   
  (try_begin),
       (this_or_next|player_is_active, ":player_no"),
       (eq, ":player_no", 0),
       (call_script, "script_multiplayer_init_player_slots", ":player_no"),
       (store_mission_timer_a, ":player_join_time"),
       (player_set_slot, ":player_no", slot_player_join_time, ":player_join_time"),
       (player_set_slot, ":player_no", slot_player_first_spawn, 1),
     (try_begin),
         (multiplayer_is_server),
       
         (call_script, "script_multiplayer_send_initial_information", ":player_no"),
         (player_get_unique_id, reg13, ":player_no"), #Saxinger edit
     (try_end),
   
#Saxinger begin
     (try_begin),


(str_store_player_username, s1, ":player_no"),

(try_begin),
 
 
  (player_is_admin, ":player_no"),
  (str_store_string, s4, "@Admin {s1} joined the Server."),


        (try_begin),
         
           (try_for_range, ":player_no", "$g_player_loops_begin", multiplayer_player_loops_end),
           (player_is_active, ":player_no"),
           (multiplayer_send_string_to_player, ":player_no", multiplayer_event_return_admin_chat, s4),
         (try_end),
         
         (server_add_message_to_log, "@[SERVER]: {s4}"),

         (try_end),   
     
     
      (else_try),

  (str_store_string, s4, "@{s1} joined the Server. "),
      (call_script, "script_multiplayer_broadcast_message"),
 
  (server_add_message_to_log, "@[SERVER]: {s4}"),
     (try_end),

  (str_store_string, s2, "str_welcome_message_saxinger"),
  (multiplayer_send_string_to_player, ":player_no",multiplayer_event_show_server_message, s2),

#Saxinger end
(try_end),
(try_end),
     
    ]),

Spoiler
Note! You have to edit the String "welcome_message" in module_strings!
[close]


Leave Message

Code
multiplayer_server_log_player_leave = (
  ti_on_player_exit, 0, 0, [(multiplayer_is_server),],
  [
    (store_trigger_param_1, ":player_no"),

    (try_begin),
      (player_is_active,":player_no"),
      (str_store_player_username, s1, ":player_no"),
      (player_get_unique_id, reg13, ":player_no"),
     
      (server_add_message_to_log,"str_player_left_server_s1_reg13"),
   
      (str_store_string, s4, "@{s1} left the Server. "),
      (call_script, "script_multiplayer_broadcast_message"),

     (try_end),

  ])



Kill/Death/Killstreak Message

Code
 ("multiplayer_server_on_agent_killed_or_wounded_common",
   [
     (store_script_param, ":dead_agent_no", 1),
     (store_script_param, ":killer_agent_no", 2),

(agent_get_position, pos0, ":killer_agent_no"),#Saxinger Edit
   
     (try_begin),
       (neg|multiplayer_is_dedicated_server), # run client side code.
       (call_script,"script_multiplayer_client_on_agent_killed_or_wounded_common",":dead_agent_no"),
     (try_end),
     
     # General Score + Kills + Deaths calculation score is server side, kills and deaths client side aswell
     (try_begin),
       (agent_is_active,":dead_agent_no"), # Only if we actually killed someone.
       (agent_is_human, ":dead_agent_no"), # and not a horse =p
       (agent_get_team, ":dead_agent_team", ":dead_agent_no"), # get his team
     # Store playerids, If not active then store -1 If bot/horse then we have -1 aswell.
       
       (assign, ":killer_agent_team", -1),
       (try_begin),
         (agent_is_active,":killer_agent_no"),
         (agent_get_team, ":killer_agent_team", ":killer_agent_no"),# troopStore killer agent team

         (agent_get_player_id, ":killer_agent_player", ":killer_agent_no"),
         (try_begin),
           (neg|player_is_active, ":killer_agent_player"),
           (assign,":killer_agent_player",-1),
         (else_try),
           (agent_get_slot,":instance_id",":dead_agent_no",slot_agent_current_control_prop),
           (prop_instance_is_valid,":instance_id"),
           (prop_instance_get_scene_prop_kind, ":cannon_kind", ":instance_id"),
           (try_begin),
             (is_between,":cannon_kind",mm_cannon_wood_types_begin,mm_cannon_wood_types_end),
             (call_script,"script_stop_agent_controlling_cannon",":instance_id",":dead_agent_no"),
           (else_try),
             (call_script,"script_set_agent_controlling_prop",":instance_id",":dead_agent_no",0),
           (try_end),
         (try_end),
       (try_end),
       
       (try_begin),
         (agent_get_player_id, ":dead_agent_player", ":dead_agent_no"),
         (neg|player_is_active, ":dead_agent_player"),
         (assign,":dead_agent_player",-1),
       (try_end),
       

       (assign,":kill_type",-1),
       (assign,":score_affector",-1),
       (assign,":score_affector_team",-1),
       (try_begin),
         (this_or_next|lt, ":killer_agent_no", 0), #if he killed himself (1a(team change) or 1b(self kill)) then decrease kill counts of killer player by one.
         (eq, ":killer_agent_no", ":dead_agent_no"),
         (assign,":kill_type",kill_type_self),
         (assign,":score_affector",":dead_agent_player"),
         (assign,":score_affector_team",":dead_agent_team"),

   (else_try), # if he dident kill himself we must have a valid killer, Horses can kill you aswell ^^
         (try_begin),
   (eq, ":killer_agent_team", ":dead_agent_team"), # Same team
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_deathmatch),
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_duel),
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_scene_making),
           (assign,":kill_type",kill_type_team),
           
  (agent_is_human,":killer_agent_no"),
          (agent_is_human,":dead_agent_no"),
          (agent_is_alive, ":killer_agent_no"),
   
   (str_store_player_username, s2, ":killer_agent_player"),
           (str_store_player_username, s3, ":dead_agent_player"),
   (str_store_string, s5, "@You have killed a teammate. Please note that teamkilling is not allowed on this server."),
   (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s5),
   (str_store_string, s7, "@You have been teamkilled by {s2}."),
   (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s7),
   
   (else_try),
           (assign,":kill_type",kill_type_enemy),
         #Saxinger begin
         
  try_begin),
  (agent_is_human,":killer_agent_no"),
          (agent_is_human,":dead_agent_no"),
          (agent_is_alive, ":killer_agent_no"),
          (neq, ":killer_agent_player", -1),
 
  (str_store_player_username, s2, ":killer_agent_player"),
          (str_store_player_username, s3, ":dead_agent_player"),
 
(try_begin),
(ge, reg61, 5),
               
   (agent_get_position, pos1, ":dead_agent_no"),
   
   (get_distance_between_positions_in_meters, ":distance", pos0, pos1),
                   (assign, reg61, ":distance"),
               (str_store_string, s8, "@You have killed {s3} | Distance {reg61} Meters."),
               (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s8),
               (str_store_string, s9, "@You have been killed by {s2}."),
               (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s9),

               
               (agent_get_slot, reg0, ":killer_agent_no", slot_killstreak),
                   
   (val_add, reg0, 1),
                         (agent_set_slot, ":killer_agent_no", slot_killstreak, reg0),   

           (agent_is_alive, ":killer_agent_no"),
                         (agent_is_active, ":killer_agent_no"),
                         (agent_is_human, ":killer_agent_no"),
                       
                         (agent_get_player_id, ":killer_player", ":killer_agent_no"),
                         (str_store_player_username, s2, ":killer_player"),
                         
         (try_begin),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 5),
                   
                   (str_store_string, s0, "str_server_killstreak_5"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 10),
                   
                   (str_store_string, s0, "str_server_killstreak_10"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 15),
                   (str_store_string, s0, "str_server_killstreak_15"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 20),
                   (str_store_string, s0, "str_server_killstreak_20"),
                   (call_script, "script_cf_server_message_syn"),
     (try_end),

(else_try),
             
   (str_store_string, s10, "@You have killed {s3} in combat."),
               (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s10),
               (str_store_string, s11, "@You have been killed by {s2}."),
               (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s11),
       

               (agent_get_slot, reg0, ":killer_agent_no", slot_killstreak),
                   
   (val_add, reg0, 1),
                         (agent_is_alive, ":killer_agent_no"),
                         (agent_is_active, ":killer_agent_no"),
                         (agent_is_human, ":killer_agent_no"),
                         (agent_set_slot, ":killer_agent_no", slot_killstreak, reg0),   
   
         (try_begin),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 5),
                   
                   (str_store_string, s0, "str_server_killstreak_5"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 10),
                   
                   (str_store_string, s0, "str_server_killstreak_10"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 15),
                   (str_store_string, s0, "str_server_killstreak_15"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 20),
                   (str_store_string, s0, "str_server_killstreak_20"),
                   (call_script, "script_cf_server_message_syn"),
     (try_end),
(try_end),
   
     
     #Saxinger end
(try_end),
         (assign,":score_affector",":killer_agent_player"),
         (assign,":score_affector_team",":killer_agent_team"),
       
   (try_end),

       (try_begin),
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander), # For commander mode give kills of squad to commander
         
         (agent_is_active,":killer_agent_no"),
         (agent_is_human, ":killer_agent_no"),
         (agent_is_non_player, ":killer_agent_no"),
         (agent_get_group, ":agent_group", ":killer_agent_no"),
         (gt,":agent_group",-1),
         (player_is_active, ":agent_group"),
         (player_get_agent_id, ":killer_agent_no", ":agent_group"),
         (assign,":score_affector",":agent_group"),
       (try_end),
         
       (gt,":kill_type",-1),
       
       (assign,":score_change",0), # Score + Kills difirence change =)
       (try_begin),
         (eq,":kill_type",kill_type_enemy),
         (assign,":score_change",1),
       (else_try),
         (this_or_next|eq,":kill_type",kill_type_self),
         (eq,":kill_type",kill_type_team),
         (assign,":score_change",-1),
       (try_end),
       
       (try_begin), #adding 1 score points to agent which kills enemy agent at server
         (multiplayer_is_server),

         (try_begin), # In battle if we have bots controlled by the died agent then set their group to -1
           (eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
           
           (this_or_next|gt,"$g_multiplayer_num_bots_team_1",0),
           (gt,"$g_multiplayer_num_bots_team_2",0),
           (player_is_active,":dead_agent_player"),

           (try_for_agents, ":cur_agent"),
             (agent_is_active,":cur_agent"),
             (agent_is_non_player, ":cur_agent"),
             (agent_is_human, ":cur_agent"),
             (agent_is_alive, ":cur_agent"),
             (agent_get_group, ":agent_group", ":cur_agent"),
             (eq, ":dead_agent_player", ":agent_group"),
             (agent_set_group, ":cur_agent", -1),
           (try_end),
         (try_end),
         
         (gt,":score_affector",-1),
       
         (try_begin),
           (neq,":score_change",0), # it is not 0
           (player_get_score, ":score_affector_score", ":score_affector"),
           (val_add, ":score_affector_score", ":score_change"),
           (player_set_score, ":score_affector", ":score_affector_score"),
         (try_end),
         
         (player_is_active,":killer_agent_player"),#Can still be different from score affector if game in commander mode
         
         (try_begin), # Log teamkills if we have a player teamkilling a player
           (eq,":kill_type",kill_type_team),
           (player_is_active,":dead_agent_player"),
           
           (call_script,"script_multiplayer_server_on_player_teamkilled_player", ":dead_agent_player", ":killer_agent_player", ":dead_agent_team"),
         (try_end),
         
         (try_begin),
           (this_or_next|eq,":kill_type",kill_type_enemy),
           (eq,":kill_type",kill_type_team),
           
           (player_is_active,":dead_agent_player"),
           # Bring down ze banhammer
           (player_is_admin, ":killer_agent_player"),
           
           (agent_is_active,":killer_agent_no"),
           (agent_is_alive,":killer_agent_no"),
           (agent_get_wielded_item, ":item", ":killer_agent_no", 0),
           (eq, ":item", "itm_banhammer"),

           (str_store_player_username, s2, ":killer_agent_player"),
           (str_store_player_username, s3, ":dead_agent_player"),
           (str_store_string, s4, "str_ban_hammer_s2_s3"),
           (call_script, "script_multiplayer_broadcast_message"), # Broadcast banhammer by message
           
           (try_begin),
             (player_get_unique_id, ":player_key", ":dead_agent_player"),
             (gt,":player_key", 1), # Key auth server problem protection (id 1 if wrong)
             (ban_player, ":dead_agent_player", 1, ":killer_agent_player"),
           (else_try),
             (kick_player, ":dead_agent_player"),
           (try_end),
         (try_end),
       (try_end),
       
       (try_begin),
         # if its captain mode and player is dead
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander),
         (eq, "$g_multiplayer_player_respawn_as_bot", 0), #Only if player can't respawn as bot
         (agent_is_active,":dead_agent_no"),
         (neg|agent_is_non_player, ":dead_agent_no"),
         # then reset his squad's orders
         #(agent_get_team, ":dead_team_no", ":dead_agent_no"),
         (agent_get_player_id, ":dead_player_no", ":dead_agent_no"),
         (player_is_active, ":dead_player_no"),
         (set_show_messages, 0),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_charge),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_fire_at_will),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_use_any_weapon),
         #(team_give_order, ":dead_player_no", grc_everyone, mordr_form_2_row),
         (set_show_messages, 1),
       (try_end),
   
       (try_begin),
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander), # For commander mode give kills of squad to commander
         (try_begin),
           (agent_is_active,":killer_agent_no"),
           (agent_is_human, ":killer_agent_no"),
           (agent_is_non_player, ":killer_agent_no"),
           (agent_get_group, ":agent_group", ":killer_agent_no"),
           (gt,":agent_group",-1),
     (player_is_active, ":agent_group"),
           (player_get_agent_id, ":killer_agent_no", ":agent_group"),
           (assign,":killer_agent_player",":agent_group"),
         (try_end),
         (try_begin),
           (agent_is_active,":dead_agent_no"),
           (agent_is_human, ":dead_agent_no"),
           (agent_is_non_player, ":dead_agent_no"),
           (agent_get_group, ":agent_group", ":dead_agent_no"),
           (gt,":agent_group",-1),
           (player_is_active, ":agent_group"),
           (player_get_agent_id, ":dead_agent_no", ":agent_group"),
           (assign,":dead_agent_player",":agent_group"),
         (try_end),
       (try_end),
       
       (try_begin), # assigning Kills Both server + client side.
         (neq,":score_change",0), # it is not 0 =P
         (try_begin),
           (gt,":score_affector",-1), # score affector is a player
           (player_get_kill_count, ":score_affector_kills", ":score_affector"),
           (val_add, ":score_affector_kills", ":score_change"),
           (player_set_kill_count, ":score_affector", ":score_affector_kills"),
         (else_try),
           (gt,":killer_agent_no",-1),
           (agent_is_human, ":killer_agent_no"), # it is a bot not a horse
           (team_get_bot_kill_count, ":score_affector_team_bot_kill_count", ":score_affector_team"),
           (val_add, ":score_affector_team_bot_kill_count", ":score_change"),
           (team_set_bot_kill_count, ":score_affector_team", ":score_affector_team_bot_kill_count"),       
         (try_end),
       (try_end),
       
       (try_begin), # assigning deaths both server + client side.
         (player_is_active,":dead_agent_player"), # dead guy is a player
         (player_get_death_count, ":dead_agent_player_death_count", ":dead_agent_player"),
         (val_add, ":dead_agent_player_death_count", 1),
         (player_set_death_count, ":dead_agent_player", ":dead_agent_player_death_count"),
       (else_try),
         (agent_is_active,":dead_agent_no"),
         (agent_is_human, ":dead_agent_no"), # it is a bot not a horse
         (team_get_bot_death_count, ":dead_agent_team_bot_death_count", ":dead_agent_team"),
         (val_add, ":dead_agent_team_bot_death_count", 1),
         (team_set_bot_death_count, ":dead_agent_team", ":dead_agent_team_bot_death_count"),     
       (try_end),
   (try_end),
    ]),

Spoiler
You need to add the slots for the killstreak!
[close]



Server Announcement

Code
 automatic_server_announcement = (
    1, 0, 0, [(multiplayer_is_server),],
[
                 
                  (val_add,"$counter",1),
            (try_begin),
                  (eq, "$counter", 300), #5 minutes till a servermessage is automatillys send by the server
                  (store_random_in_range,":message",1,6),
            (try_begin),
                  (eq,":message",1),
                  (str_store_string, s0, "str_server_message_1"),
                 (else_try),
                  (eq,":message",2),
                  (str_store_string, s0, "str_server_message_2"),
                 (else_try),
                  (eq,":message",3),
                  (str_store_string, s0, "str_server_message_3"),
                 (else_try),
                  (eq,":message",4),
                  (str_store_string, s0, "str_server_message_4"),
                 (else_try),
                  (eq,":message",5),
                  (str_store_string, s0, "str_server_message_5"),
            (try_end),
                  (call_script, "script_cf_server_message_syn"),
                  (assign, "$counter", 0),
    (try_end),

  ])

Spoiler
Note! You have to define also "server_message_1"  to  "server_message_5" in module_strings!
[close]



Server Message[/center

Code
 
 ("cf_server_message_syn",  #script_cf_server_message_syn
    [
      (get_max_players,":max"),
      (try_for_range, ":player_id",0,":max"),
      (player_is_active, ":player_id"),
      (multiplayer_send_string_to_player, ":player_id",multiplayer_event_show_server_message, s0), 
      (try_end),
]),
[close]

You have to define the slots in module_constants and the strings in modulle_strings.
My code:

Spoiler
****Strings****

Saxinger Automatically Announcements [INFO] This Servermessages are send automatically by the server every 5 minutes.
("server_message_1", "Type you first Serveranouncement"),
("server_message_2", "Type you first Serveranouncement"),
("server_message_3", "Type you first Serveranouncement"),
("server_message_4", "Type you first Serveranouncement"),
("server_message_5", "Type you first Serveranouncement"),
("server_message_6", "Type you first Serveranouncement"),

#Saxinger Killstreaks
("server_killstreak_5", "{s2} has a 5 killstreakt"),
("server_killstreak_10", "{s2} has a 10 killstreakt"),
("server_killstreak_15", "{s2} has a 15 killstreakt"),
("server_killstreak_20", "{s2} has a 20 killstreakt"),

#Welcome Message
("welcome_message_saxinger", "Type your welcome message"), #Example (Note the ID ist stored in reg13 so you can use it) : ("welcome_message", "Welcome to our server. Read the rules and folllow them. Have fun! Your Unique ID: [reg13]."),


****Slot****

slot_killstreak = 20

[close]


Please note that I haven't tested the scripts in the last time, but they should work.
If youu need help how to add the scripts ore something like this, feel free to contact me.

Steam : Saxinger


I've a lot of ideas for more scripts, like anti gate troll scripts, heals and much more. If you have a idea or you need a script, feel also free to contact me.

Greets, Saxinger from the 3teFK.



Download

« Last Edit: April 22, 2014, 03:14:33 pm by Saxinger »

Offline Bever

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #1 on: April 19, 2014, 01:44:55 pm »
Good luck with this, hope people will use your scripts. We made a lot of good experiences with them :)
"Not all those who wander are lost." - J.R.R. Tolkien

Offline PaperSalad

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #2 on: April 19, 2014, 03:23:40 pm »
Have you tested those scripts on an actual server, without having using them on your computer (as players would) ? I'm just asking because I had some issues with @ strings that didn't not display correctly client-side. You actually have to add them to the string file, instead of using them directly.

Also, instead of using a counter for your announcements, you could just change the 1 in the header

automatic_server_announcement = (
    1, 0, 0, [(multiplayer_is_server),],

for a 300, which will make this trigger only once every 3 minutes. The store_random_in_range only stores a value in the range excluding the last, so you might want to change it 1-6.

Finally, the way you made the welcome message, it seems that the person joining will get one welcoming message for every person on the server. I'm not even sure it will properly compile since you have a # in the middle of a line.

I do think it's a great idea and I'm happy to see more people getting into scripting, but for server scripts you should always try to test them on a server with a couple of friends. It's never working the same way it does in single-player.

Good luck.

Offline Saxinger

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #3 on: April 19, 2014, 03:41:37 pm »
I tested the scripts in the past and the worked but i know the are not perfect scripted :)
Aah and thx yes the login script can't work i will correct this :) and i tried them on a dedicated and normal Server :)
« Last Edit: April 19, 2014, 03:47:25 pm by Saxinger »

Offline DanyEle

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #4 on: April 21, 2014, 08:24:14 am »
Looks good, just I dont think everybody would be able to compile the files by themselves. A .rar could be better and the strings could be edited via text files.



Offline Saxinger

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #5 on: April 21, 2014, 11:30:48 am »
So you mean I should upload them also as compiled files?:b
I wanted to speak with you , would you add me on steam please?

Offline SeanBeansShako

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #6 on: April 21, 2014, 02:59:10 pm »
These are very very good!

Offline Saxinger

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #7 on: April 21, 2014, 07:12:25 pm »

Offline Walko

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #8 on: April 22, 2014, 03:23:26 am »
Hey, I had a scripts question. What I wanted to do was have players spawn without muskets, and have their muskets spawn in a separate location (the armory) where players would pick them up. Is this possible?
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Offline DanyEle

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #9 on: April 22, 2014, 10:36:38 am »
Certainly possible, loop through all weapons on agent spawned, unequip the items, then set a new spawn position on the X , Y, Z coordinates you'd like and eventually rotate the item. Eventually, spawn the item.



Offline PaperSalad

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #10 on: April 26, 2014, 02:39:47 am »
A flexible way to do the positionning would be to place entry points set to a specific value on the map. Then, in the code, all you'd have to do is spawn muskets at those positions at the start of every round. I haven't tried anything like that , but it should work.
« Last Edit: April 26, 2014, 02:42:22 am by PaperSalad »

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #11 on: May 02, 2014, 06:19:36 am »
I think I understand, but I would need more help actually doing it :P would anyone want to help me do that?
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Offline NickG

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Re: Saxingers Serverscrips for NW [OSP]
« Reply #12 on: February 01, 2015, 09:06:03 am »
My server Broke dear god