Deceptikon
Veteran XX
does anyone have an auto buy/use repair kit in inventory station script?
Event::Attach( eventEnterStation, AutoBuy::cheeseRepair );
http://www.tribeshavoc.com/anubis/downloads/Tribes_1.40v/Scripts/CleanSS.zip
Use this script to take clean screen shots (F12 button)
does anyone have an auto buy/use repair kit in inventory station script?
// sticky crouch for 1.40
function StickyCrouch::BindInit()
after GameBinds::Init {
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( "playMap.sae");
$GameBinds::CurrentMap = "playMap.sae";
GameBinds::addBindAction( "StickyCrouch", MAKE, IDACTION_TOGGLE_CROUCH, 0 );
}
// throw grenades or mines repeatedly - for 1.40
function TossLoop( %item ) {
throwrelease( %item );
schedule::add( "tossloop( " @ %item @ ");", 0.2, %item );
}
function TossUnloop( %item ) {
schedule::cancel( %item );
}
function Tosser::InitBinds()
after GameBinds::Init {
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( "playMap.sae" );
$GameBinds::CurrentMap = "playMap.sae";
GameBinds::addBindCommand( "Toss Grenades", "TossLoop('Grenade');", "TossUnLoop('Grenade');" );
GameBinds::addBindCommand( "Toss Mines", "TossLoop('Mine');", "TossUnLoop('Mine');" );
}
Tosser::InitBinds();
// 1.40 Jump Jet and Ski
// You must bind both 'JumpJet' and 'JumpJet Ski' in Options/Binds->Game for this to work properly
function JumpJetOn() {
if(getMountedItem(0) == -1)
postAction(2048, IDACTION_JET, 1);
else {
postAction(2048, IDACTION_MOVEUP, 1);
postAction(2048, IDACTION_JET, 1);
}
}
function JumpJetOff() {
if(!$skiOn)
postAction(2048, IDACTION_MOVEUP, 0);
postAction(2048, IDACTION_JET, 0);
}
function JumpJet::BindInit()
after GameBinds::Init {
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( "playMap.sae");
$GameBinds::CurrentMap = "playMap.sae";
GameBinds::addBindCommand( "JumpJet", "JumpJetOn();", "JumpJetOff();");
GameBinds::addBindCommand( "JumpJet Ski", "$skiOn = 1; postaction( 2048, IDACTION_MOVEUP, 1);", "$skiOn = 0; postaction( 2048, IDACTION_MOVEUP, 0);" );
}
JumpJet::BindInit();
// flag drop sounds for 1.40
$Flag::DropSound[enemyflag] ="shieldhit"; // any ogg loaded in base
$Flag::DropSound[friendlyflag] ="mine_act"; // any ogg loaded in base
function Flag::DropSounds( %team, %cl ) {
return ( %team == Client::GetTeam( getManagerId() ) ) ? ( localSound( $Flag::DropSound[friendlyflag] ) ) : ( localSound( $Flag::DropSound[enemyflag] ) );
}
Event::Attach(eventFlagDrop, Flag::DropSounds);
// local taunt ( and screenshot ) on kill
$KillCheer::Screenshot="0.223"; // kill-screenshot delay in seconds ( 0 for no screenshot )
// kill local taunt
$echeers = -1;
$KillCheer[enemy, $echeers++] = "ovrhere"; // over here!
$KillCheer[enemy, $echeers++] = "cheer1"; // YEAH
$KillCheer[enemy, $echeers++] = "cheer2"; // WOO-HOO
$KillCheer[enemy, $echeers++] = "cheer3"; // ALL RIGHT
$KillCheer[enemy, $echeers++] = "takcovr"; // take cover
$KillCheer[enemy, $echeers++] = "taunt1"; // Yooo-Hooo!
$KillCheer[enemy, $echeers++] = "taunt10"; // Howd that feel?
$KillCheer[enemy, $echeers++] = "taunt2"; // Missed me!
$KillCheer[enemy, $echeers++] = "taunt3"; // Dance!
$KillCheer[enemy, $echeers++] = "taunt4"; // Come Get some
$KillCheer[enemy, $echeers++] = "moveout"; // MOVE OUT!
$KillCheer[enemy, $echeers++] = "retreat"; // RETREAT!
$KillCheer[enemy, $echeers++] = "dsgst4"; // AWWWWWUUUUHHH!!
$KillCheer[enemy, $echeers++] = "hitdeck"; // Hit the deck!
$KillCheer[enemy, $echeers++] = "ready"; // ready!
$KillCheer[enemy, $echeers++] = "ordcan"; // order cancelled
$KillCheer[enemy, $echeers++] = "taunt11"; // I've Had worse
$KillCheer[enemy, $echeers++] = "noprob"; // No problem
$KillCheer[enemy, $echeers++] = "sorry"; // sorry
$KillCheer[enemy, $echeers++] = "needrep"; // need repairs
$echeers++;
// tk local taunt
$fcheers=-1;
$KillCheer[team, $fcheers++] = "cease"; // cease fire!
$KillCheer[team, $fcheers++] = "retreat"; // RETREAT!
$KillCheer[team, $fcheers++] = "basatt"; // we're being attacked
$KillCheer[team, $fcheers++] = "incom2"; // incoming enemies
$KillCheer[team, $fcheers++] = "takcovr"; // take cover
$KillCheer[team, $fcheers++] = "oops1"; // DOH!
$KillCheer[team, $fcheers++] = "sorry"; // sorry
$KillCheer[team, $fcheers++] = "ordcan"; // order cancelled
$KillCheer[team, $fcheers++] = "needrep"; // need repairs
$KillCheer[team, $fcheers++] = "help"; // Help!
$fcheers++;
function KillCheer( %killer, %victim, %damage ) {
if ( %killer != getManagerId() )
return;
%randnum=floor(getRandom() * ($echeers-0.01));
remoteEval(2048, lmsg, $KillCheer[enemy, %randnum]);
if($KillCheer::Screenshot)
schedule::add("screenShot(\"mainWindow\");", $KillCheer::Screenshot);
}
function KillCry( %killer, %victim, %damage ) {
if ( %killer != getManagerId() )
return;
%randnum=floor(getRandom() * ($fcheers-0.01));
remoteEval(2048, lmsg, $KillCheer[team, %randnum]);
}
Event::Attach( eventClientKilled, KillCheer );
Event::Attach( eventClientTeamKilled, KillCry );
function AutoBuy::onEnterStation() {
if ( $PlayingDemo )
return;
if ( $Station::Type == "Inventory" )
AutoBuy::cheeseRepair();
if ( $pref::autoSpewPacks )
AutoBuy::litterItem( "Repair Pack" );
if ( $pref::autoBuyLoadout )
AutoBuy::SelectAndBuyLoadout( $curFavorites );
}
Event::Attach(eventEnterStation, inv::turn);
function inv::turn()
{
schedule("postAction(2048, IDACTION_TURNLEFT, 0.33);", 0.01);
schedule("postAction(2048, IDACTION_TURNLEFT, -0);", 0.31);
}
editActionmap("playmap.sae");
bindCommand(keyboard0, make, control, "a", TO, "moss::wp::Toggle();");
$Auto::Max = 2;
function moss::wp::Toggle()
{
$pref::CarrierAutoWaypoint++;
if($pref::CarrierAutoWaypoint > $Auto::Max)
$pref::CarrierAutoWaypoint = 0;
CarrierWaypoint::Toggle();
}
$Auto::Max = 2;
function moss::wp::Toggle()
{
$pref::CarrierAutoWaypoint++;
if($pref::CarrierAutoWaypoint > $Auto::Max)
$pref::CarrierAutoWaypoint = 0;
CarrierWaypoint::Toggle();
}
function moss::wp::BindInit()
after GameBinds::Init {
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( "playMap.sae");
$GameBinds::CurrentMap = "playMap.sae";
GameBinds::addBindCommand( "Toggle Waypoint", "moss::wp::Toggle();");
}
moss::wp::BindInit();