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May 13th, 2014
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  1. ///the relevant acs scripts
  2.  
  3. script 856 OPEN
  4. {
  5. if (!GetCVar("tsp_toaster"))
  6. {
  7. ConsoleCommand("set tsp_toaster 0");
  8. ConsoleCommand("archivecvar tsp_toaster");
  9. }
  10. if (!GetCVar("tsp_leavehud"))
  11. {
  12. ConsoleCommand("set tsp_leavehud 0");
  13. ConsoleCommand("archivecvar tsp_leavehud");
  14. }
  15. }
  16.  
  17. script 858 ENTER
  18. {
  19. if (!GetCVar("tsp_toaster"))
  20. {
  21. ConsoleCommand("set tsp_toaster 0");
  22. ConsoleCommand("archivecvar tsp_toaster");
  23. }
  24. if (!GetCVar("tsp_leavehud"))
  25. {
  26. ConsoleCommand("set tsp_leavehud 0");
  27. ConsoleCommand("archivecvar tsp_leavehud");
  28. }
  29. if(GameType() == GAME_NET_COOPERATIVE)
  30. {
  31. GiveInventory("GameIsCoop", 1);
  32. }
  33.  
  34. //Print(s:"Blue Vertigo Presents: The Space Pirate\n \nCvars:\n \ntsp_shellpool - If set to true/1 (default), all shell types share the same ammo pool. IF set to false/0, they do not and each has a separate ammo pool.");
  35. hudmessage (s:"Blue Vertigo Presents: The Space Pirate\n\nTo turn off the scaled (large) HUD type 'hud_scale 0'\nTo prevent TSP from scaling it again type 'tsp_leavehud 1'\n\nCvars:\n\ntsp_toaster - If set to 0 (default), all effect actors are displayed. If set to 1, less effect actors are displayed. If set to 2, even less actors are displayed. For those with slower computers.\n\n\ntsp_leavehud - If set to 0/false (default), TSP will turn on the scaled (large) HUD at startup. If set to 1/true TSP will not change HUD scaling setting.";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_GREEN,1.5,0.375,0.1);
  36. //Print(s:" ");
  37. TakeInventory("PlayingPickupSound", 1);
  38. if(GetCvar("tsp_leavehud") == 0)
  39. {
  40. ConsoleCommand("hud_scale 1");
  41. }
  42. Terminate;
  43. }
  44.  
  45. script 857 (int which, int a1, int a2) clientside //shamelessly copied from samsara's ijon wizardry
  46. {
  47. int result;
  48.  
  49. switch (which)
  50. {
  51. case 1:
  52. hudmessage (s:"[Altfire Again To Cycle Through Ammo Types]";HUDMSG_PLAIN,2,CR_GREEN,1.5,0.375,1.0);
  53. Terminate;
  54. case 2:
  55. hudmessage (s:"[No Alternate Shell Ammo]";HUDMSG_PLAIN,2,CR_GREEN,1.5,0.375,0.42857);
  56. Terminate;
  57. case 3:
  58. hudmessage (s:"[Current Ammo Depleted, Switching To Buckshot]";HUDMSG_PLAIN,2,CR_RED,1.5,0.375,1.5);
  59. Terminate;
  60. case 4:
  61. hudmessage (s:"[Current Ammo Depleted, Switching To Shock Shells]";HUDMSG_PLAIN,2,CR_LIGHTBLUE,1.5,0.375,1.5);
  62. Terminate;
  63. case 5:
  64. hudmessage (s:"[Current Ammo Depleted, Switching To HellFire Shells]";HUDMSG_PLAIN,2,CR_GOLD,1.5,0.375,1.5);
  65. Terminate;
  66. case 6:
  67. hudmessage (s:"[Current Ammo Depleted, Switching To Poison Shells]";HUDMSG_PLAIN,2,CR_DARKGREEN,1.5,0.375,1.5);
  68. Terminate;
  69. case 7:
  70. hudmessage (s:"[Buckshot Shells Selected]";HUDMSG_PLAIN,2,CR_RED,1.5,0.375,0.7142857143);
  71. Terminate;
  72. case 8:
  73. hudmessage (s:"[Shock Shells Selected]";HUDMSG_PLAIN,2,CR_LIGHTBLUE,1.5,0.375,0.7142857143);
  74. Terminate;
  75. case 9:
  76. hudmessage (s:"[HellFire Shells Selected]";HUDMSG_PLAIN,2,CR_GOLD,1.5,0.375,0.7142857143);
  77. Terminate;
  78. case 10:
  79. hudmessage (s:"[Poison Shells Selected]";HUDMSG_PLAIN,2,CR_DARKGREEN,1.5,0.375,0.7142857143);
  80. Terminate;
  81. case 11:
  82. result = GetCVar("tsp_toaster"); //shamelessly copied from samsara's bloody hell scripts
  83. break;
  84. case 12:
  85. if(GetCvar("tsp_toaster") == 1) { SetActorState(0,"Toaster1"); }
  86. if(GetCvar("tsp_toaster") == 2) { SetActorState(0,"Toaster2"); }
  87. break;
  88. case 13:
  89. hudmessage (s:"[Makoto Type 919 Mod.0] [Class: Pistol, Slot 2]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
  90. GiveInventory("TSPWeaponPickupNoise",1);
  91. FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
  92. break;
  93. case 14:
  94. hudmessage (s:"[Blackwood Arms 240 Zeke] [Class: Shotgun, Slot 3]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
  95. GiveInventory("TSPWeaponPickupNoise",1);
  96. FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
  97. break;
  98. case 15:
  99. hudmessage (s:"[''Dahlia'' Custom Concealable Weapon] [Class: Bow, Slot 3]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
  100. GiveInventory("TSPWeaponPickupNoise",1);
  101. FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
  102. break;
  103. case 16:
  104. hudmessage (s:"[Kurdd & Schaumers AB-50] [Class: Sub-Machine Gun, Slot 4]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
  105. GiveInventory("TSPWeaponPickupNoise",1);
  106. FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
  107. break;
  108. case 17:
  109. hudmessage (s:"[Marston Arms RPG-2090 (The Toolbox)] [Class: Projectile Weapon, Slot 5]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
  110. GiveInventory("TSPWeaponPickupNoise",1);
  111. FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
  112. break;
  113. }
  114. SetResultValue(result);
  115. }
  116.  
  117. an example of a decorate actor that removes itself depending upon tsp_toaster, which has different behavior depending upon it being 0,1,2
  118.  
  119. ACTOR SmokeTrail : GasTrail
  120. {
  121. Radius 8
  122. Height 12
  123. Mass 1
  124. Scale 0.1
  125. RenderStyle "Add"
  126. Alpha 0.6
  127. Gravity 0.005
  128. //-BLOCKEDBYSOLIDACTORS
  129. +CLIENTSIDEONLY
  130. -VISIBILITYPULSE
  131. -NOGRAVITY
  132. +CORPSE
  133. +BRIGHT
  134. States
  135. {
  136. Spawn:
  137. TNT1 A 0
  138. TNT1 A 0
  139. TNT1 A 0
  140. TNT1 A 0
  141. TNT1 A 0 ACS_ExecuteWithResult(857,12)
  142. //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
  143. //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
  144. Goto SpawnAfterScript
  145. Toaster1:
  146. Goto SpawnAfterScript
  147. Toaster2:
  148. TNT1 A 0
  149. Stop
  150. SpawnAfterScript:
  151. HLFC ABCB 2 A_FadeOut(0.05)
  152. Loop
  153. Crash:
  154. Stop
  155. }
  156. }
  157.  
  158. ACTOR SmokeTrailA : SmokeTrail
  159. {
  160. States
  161. {
  162. Toaster1:
  163. TNT1 A 0
  164. Stop
  165. }
  166. }
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