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 4zK's Global Script Collection! (B32) [15th Jan 2017] 
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 4zK's Global Script Collection! (B32) [15th Jan 2017]
The slightly serious, meant to flesh out the gameplay:


  • Alternate friendly fire

    All particles ignore team hits. (friendly actors don't collide with each other)

  • Double damage

    Actors' heads' and drones' turrets' damage multiplier is raised from the standard 5 to 10, all other limbs' damage multipliers being raised from 1 to 2. Basically, all actors die twice as easily.

  • Finite ammo

    Mock-up of a limited ammo system; weapons render useless after 5 magazines worth of used ammunition (may ♥♥♥♥ up with weapons that have specific reloading systems, such as shotguns). Now with neat ammo visualization.

  • Invisible HUD

    Removes the HUD from all actors and items, ultimately making them harder to differentiate.

  • Tough items

    All held items' (excluding grenades) JointStrength and GibWoundLimit is multiplied and they gradually regenerate from wounds when held.

  • Gold for kills

    All teams receive funds for enemy deaths, relative to the gold value of the actor.

  • Nerfed diggers

    Diggers are approximately 90% less effective as a lethal melee weapons. (no loss to actual excavating power)

  • Regenerating units

    All units regenerate slowly, gaining back their HP and healing wounds.

  • Craft stability

    Craft are much better at maintaining an upright position, making them exponentially harder to take out when combined with tough craft script.

  • Dynamic recoil

    Weapons temporarily lose accuracy and sharp aim range from continuous fire (might not work with all weapons). Sniper actors are 10% more accurate. Crouching improves accuracy by 30%.

  • Halved reload time

    Weapons' reload times are halved.

  • Progressive reload time

    Weapons take longer to reload after each mag, relative to the amount of ammo used. (a fully used magazine extends reload time by 10%)

  • Limited jet time

    AHuman actors have limited jetpack fuel.

  • Mobility

    AHuman actors without jetpacks are able to jump (repeatedly tapping jump allows sprinting and, occasionally, wallrunning). Combine with limited jet time for maximum relevancy!

  • Stunning damage

    Over 50% of relative damage to an actor has a chance to dislodge them.

  • Visible inventory

    Items inside actors' inventories are visualized on their backs.

  • Weak joints

    Actors' limbs' JointStrength is set to 1.

  • Quick grenade throw

    Throw grenades automatically by pressing G. (works properly only with one player using keyboard and mouse as of now)

  • Ignored weapons

    Held items blink in and out of existence which makes it harder for particles to hit (and break) them.


The slightly humorous, meant for unbalanced comedic value:


  • Double fire rate

    Doubles the rate of fire of all newly spawned weapons. (further changes will not revert)

  • Exploding units

    Dead actors gib along with everything attached to them.

  • Missing heads

    AHuman actors spawn without heads, leaving them with fewer weakpoints. (allegedly)

  • Invincible brains

    Brains are really, really hard (however not impossible) to kill.

  • One-handed weapons

    All weapons are wieldable with one hand, allowing shield usage.

  • Low gravity

    Gravitational forces are artificially countered.



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


Attachments:
File comment: Download (1.7)
4GSC.rte_1.7.rar [51.05 KiB]
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Last edited by 4zK on Sun Jan 15, 2017 12:52 pm, edited 8 times in total.

Sat Apr 04, 2015 4:05 pm
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Post 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.


Sun Apr 05, 2015 5:01 pm
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Post 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.


Thu Apr 16, 2015 3:22 pm
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Post 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


Fri May 08, 2015 3:40 am
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Post 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.


Fri May 08, 2015 1:34 pm
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Data Realms Elite
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Post 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?


Fri May 08, 2015 11:03 pm
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Post Re: 4zK's Global Script Collection! (B31) [13th April 2015]
brutality mod crashed my game. of course I made a copy beforehand.


Sun May 10, 2015 8:24 pm
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Post Re: 4zK's Global Script Collection! (B31) [24th May 2015]
Updated, added Craft stability, Invincible brains, One-handed weapons, Ignored weapons and Low gravity.


Sun May 24, 2015 11:02 am
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Post 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.


Sun May 24, 2015 6:27 pm
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Post Re: 4zK's Global Script Collection! (B31) [24th May 2015]
Why not just enable both RoF boost and infinite ammo?


Sun May 24, 2015 10:11 pm
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Post 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.


Mon May 25, 2015 11:49 am
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Post 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


Wed May 27, 2015 7:47 am
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Post Re: 4zK's Global Script Collection! (B31) [25th Jan 2016]
Updated, added Dynamic recoil, Progressive reload time, Limited jet time and Mobility.


Mon Jan 25, 2016 5:30 pm
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Post Re: 4zK's Global Script Collection! (B32) [15th Jan 2017]
Updated, made a cool script that makes items inside the inventory visible.

Image

Also made a hotkey for throwing grenades and some other stuff. Check it out!


Sun Jan 15, 2017 12:58 pm
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Post 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 :)


Sun Jan 15, 2017 10:57 pm
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