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- ///the relevant acs scripts
- script 856 OPEN
- {
- if (!GetCVar("tsp_toaster"))
- {
- ConsoleCommand("set tsp_toaster 0");
- ConsoleCommand("archivecvar tsp_toaster");
- }
- if (!GetCVar("tsp_leavehud"))
- {
- ConsoleCommand("set tsp_leavehud 0");
- ConsoleCommand("archivecvar tsp_leavehud");
- }
- }
- script 858 ENTER
- {
- if (!GetCVar("tsp_toaster"))
- {
- ConsoleCommand("set tsp_toaster 0");
- ConsoleCommand("archivecvar tsp_toaster");
- }
- if (!GetCVar("tsp_leavehud"))
- {
- ConsoleCommand("set tsp_leavehud 0");
- ConsoleCommand("archivecvar tsp_leavehud");
- }
- if(GameType() == GAME_NET_COOPERATIVE)
- {
- GiveInventory("GameIsCoop", 1);
- }
- //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.");
- 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);
- //Print(s:" ");
- TakeInventory("PlayingPickupSound", 1);
- if(GetCvar("tsp_leavehud") == 0)
- {
- ConsoleCommand("hud_scale 1");
- }
- Terminate;
- }
- script 857 (int which, int a1, int a2) clientside //shamelessly copied from samsara's ijon wizardry
- {
- int result;
- switch (which)
- {
- case 1:
- hudmessage (s:"[Altfire Again To Cycle Through Ammo Types]";HUDMSG_PLAIN,2,CR_GREEN,1.5,0.375,1.0);
- Terminate;
- case 2:
- hudmessage (s:"[No Alternate Shell Ammo]";HUDMSG_PLAIN,2,CR_GREEN,1.5,0.375,0.42857);
- Terminate;
- case 3:
- hudmessage (s:"[Current Ammo Depleted, Switching To Buckshot]";HUDMSG_PLAIN,2,CR_RED,1.5,0.375,1.5);
- Terminate;
- case 4:
- hudmessage (s:"[Current Ammo Depleted, Switching To Shock Shells]";HUDMSG_PLAIN,2,CR_LIGHTBLUE,1.5,0.375,1.5);
- Terminate;
- case 5:
- hudmessage (s:"[Current Ammo Depleted, Switching To HellFire Shells]";HUDMSG_PLAIN,2,CR_GOLD,1.5,0.375,1.5);
- Terminate;
- case 6:
- hudmessage (s:"[Current Ammo Depleted, Switching To Poison Shells]";HUDMSG_PLAIN,2,CR_DARKGREEN,1.5,0.375,1.5);
- Terminate;
- case 7:
- hudmessage (s:"[Buckshot Shells Selected]";HUDMSG_PLAIN,2,CR_RED,1.5,0.375,0.7142857143);
- Terminate;
- case 8:
- hudmessage (s:"[Shock Shells Selected]";HUDMSG_PLAIN,2,CR_LIGHTBLUE,1.5,0.375,0.7142857143);
- Terminate;
- case 9:
- hudmessage (s:"[HellFire Shells Selected]";HUDMSG_PLAIN,2,CR_GOLD,1.5,0.375,0.7142857143);
- Terminate;
- case 10:
- hudmessage (s:"[Poison Shells Selected]";HUDMSG_PLAIN,2,CR_DARKGREEN,1.5,0.375,0.7142857143);
- Terminate;
- case 11:
- result = GetCVar("tsp_toaster"); //shamelessly copied from samsara's bloody hell scripts
- break;
- case 12:
- if(GetCvar("tsp_toaster") == 1) { SetActorState(0,"Toaster1"); }
- if(GetCvar("tsp_toaster") == 2) { SetActorState(0,"Toaster2"); }
- break;
- case 13:
- hudmessage (s:"[Makoto Type 919 Mod.0] [Class: Pistol, Slot 2]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
- GiveInventory("TSPWeaponPickupNoise",1);
- FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
- break;
- case 14:
- hudmessage (s:"[Blackwood Arms 240 Zeke] [Class: Shotgun, Slot 3]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
- GiveInventory("TSPWeaponPickupNoise",1);
- FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
- break;
- case 15:
- hudmessage (s:"[''Dahlia'' Custom Concealable Weapon] [Class: Bow, Slot 3]";HUDMSG_PLAIN|HUDMSG_LOG,2,CR_RED,0.0,0.0,1.0);
- GiveInventory("TSPWeaponPickupNoise",1);
- FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
- break;
- case 16:
- 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);
- GiveInventory("TSPWeaponPickupNoise",1);
- FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
- break;
- case 17:
- 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);
- GiveInventory("TSPWeaponPickupNoise",1);
- FadeRange(255,255,0,0.1,0,0,0,0.0,2.0/35);
- break;
- }
- SetResultValue(result);
- }
- an example of a decorate actor that removes itself depending upon tsp_toaster, which has different behavior depending upon it being 0,1,2
- ACTOR SmokeTrail : GasTrail
- {
- Radius 8
- Height 12
- Mass 1
- Scale 0.1
- RenderStyle "Add"
- Alpha 0.6
- Gravity 0.005
- //-BLOCKEDBYSOLIDACTORS
- +CLIENTSIDEONLY
- -VISIBILITYPULSE
- -NOGRAVITY
- +CORPSE
- +BRIGHT
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0
- TNT1 A 0
- TNT1 A 0
- TNT1 A 0 ACS_ExecuteWithResult(857,12)
- //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
- //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
- Goto SpawnAfterScript
- Toaster1:
- Goto SpawnAfterScript
- Toaster2:
- TNT1 A 0
- Stop
- SpawnAfterScript:
- HLFC ABCB 2 A_FadeOut(0.05)
- Loop
- Crash:
- Stop
- }
- }
- ACTOR SmokeTrailA : SmokeTrail
- {
- States
- {
- Toaster1:
- TNT1 A 0
- Stop
- }
- }
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