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4zK's Global Script Collection! (B32) [15th Jan 2017] http://45.55.195.193/viewtopic.php?f=61&t=45928 |
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Author: | 4zK [ Sat Apr 04, 2015 4:05 pm ] | ||
Post subject: | 4zK's Global Script Collection! (B32) [15th Jan 2017] | ||
The slightly serious, meant to flesh out the gameplay:
The slightly humorous, meant for unbalanced comedic value:
Changelog: 1.7: Added Stunning damage, Visible Inventory, Weak joints and Quick grenade throw, improved Ignored weapons (WIP) 1.6: Added Dynamic recoil, Progressive reload time, Limited jet time and "Mobility" 1.5: Added Craft stability, Invincible brains, One-handed weapons, Ignored weapons and Low gravity 1.4: Added Nerfed diggers, Regenerating units and Gold for kills, minor optimizations 1.3: Released on Steam Workshop 1.2: Added Tough items 1.1: Further work on Finite ammo script, removed console spam 1.0: Released
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Author: | 4zK [ Sun Apr 05, 2015 5:01 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [13th April 2015] |
The finite ammo script works somewhat allright with all the vanilla weapons at the moment (the new Dummy Lancer is simply not affected at all). Will look into making an ability to somehow be able to refill the ammunition. Lua-based weapons from other mods are almost guaranteed to not function properly. EDIT: added some neat visuals to the finite ammo script when reloading. |
Author: | Asmageddon [ Thu Apr 16, 2015 3:22 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [13th April 2015] |
This is pretty cool! I'd love to see finite ammo, invisible hud, and gold for kills in vanilla. |
Author: | Spinal Slouch [ Fri May 08, 2015 3:40 am ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [13th April 2015] |
Ay is there any way you could do a version of Invisible HUD that still shows ammo count and crosshairs? other than that its perfect |
Author: | 4zK [ Fri May 08, 2015 1:34 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [13th April 2015] |
Well, the thing is, ammo count is kind of attached to the actor HUD, so it can't really be displayed individually without health, team etc. Crosshairs, on the other hand, are a part of the weapon HUD, although their visibility is overridden by the actor HUD. Regarding your previous request of removing item HUDs when they're not held though; I can totally make it so that items' HUDs disappear when not equipped. |
Author: | Miggles [ Fri May 08, 2015 11:03 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [13th April 2015] |
iirc brutality mod removed the icons from the game totally, which allowed there to still be crosshairs can global scripts replace base icon sheets? |
Author: | Spinal Slouch [ Sun May 10, 2015 8:24 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [13th April 2015] |
brutality mod crashed my game. of course I made a copy beforehand. |
Author: | 4zK [ Sun May 24, 2015 11:02 am ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [24th May 2015] |
Updated, added Craft stability, Invincible brains, One-handed weapons, Ignored weapons and Low gravity. |
Author: | SzGamer27 [ Sun May 24, 2015 6:27 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [24th May 2015] |
Really loving these! There's a lot of cool stuff in here that I never would have thought of... nice work! Anyways, if I were you, I'd change Double Fire Rate to Ultra Rapid Fire Mode, with the following additions: - All magazines have double capacity (exception being magazines that have -1 ammo). - All reload times cut in half. |
Author: | 4zK [ Sun May 24, 2015 10:11 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [24th May 2015] |
Why not just enable both RoF boost and infinite ammo? |
Author: | SzGamer27 [ Mon May 25, 2015 11:49 am ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [24th May 2015] |
Because it would be cool to have a reasonably OP mode that just feels like a much faster version of normal combat. Double fire rate is great, but then you still get long reloads with weapons like the Uber Canon and Rocket Launchers. With Infinite Ammo, you get some extremely powerful outliers and things that become brokenly/lagtastically OP, even without the Double Fire Rate. Namely, the Nucleo, Nucleo Swarm, Dihelical Cannon (lag with this one is seriously nuts), one-shot rocket/grenade launchers, Frag Nailer, and pretty much any weapon that has a burst of high fire rate that is spaced out by a reload period. I'd like to see/use a Global Script that made everything faster and benefited all weapons instead of just the ones that have longer magazines without having the one or two items that are unreasonably insane when granted infinite ammo. |
Author: | !CTLV128 [ Wed May 27, 2015 7:47 am ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [24th May 2015] |
Lordy these are fun. This might be a bit out of the scope of what you're doing but you think you can write one to spawn the Xenobiology plants and wildlife on any map? Could an organic quality to the maps haha |
Author: | 4zK [ Mon Jan 25, 2016 5:30 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B31) [25th Jan 2016] |
Updated, added Dynamic recoil, Progressive reload time, Limited jet time and Mobility. |
Author: | 4zK [ Sun Jan 15, 2017 12:58 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B32) [15th Jan 2017] |
Updated, made a cool script that makes items inside the inventory visible. Also made a hotkey for throwing grenades and some other stuff. Check it out! |
Author: | Pantera1993 [ Sun Jan 15, 2017 10:57 pm ] |
Post subject: | Re: 4zK's Global Script Collection! (B32) [15th Jan 2017] |
Your visible inventory is cool. I also like how you did the sniper bonus. I've been trying to figure out how to do something like that for a little while now. What's your stance on the use of your scripts in mods? I'm tempted to try adapting these to my needs but of course I need your okay first |
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