Scripts for Tribes 1.40

Owned.png
 
after you are able to whore it out in usbase or any 1.30-31 server then you will realize how pethetic it is when you see a troc version of base :nofu:

oh shit it already happened
 
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Does anyone have this file?

it probably looks something like this:

Andrew Full Cfg said:
$kModule::RedialDelay = 0.75;

Event::Attach(eventConnectionRejected, kModule::Redial);
Event::Attach(eventConnectionAccepted, kModule::StopRedial);

function kModule::ReDial(%reason)
{
Schedule::Add("connect($Server::Address);", $kModule::RedialDelay);
echo("k/os server retry #: " @ $kModule::RedialRetries++);
}

function kModule::StopRedial()
{
$kModule::RedialRetries = 0;
}

name it "something".acs.cs and save into config/modules
 
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Here's a simple auto-retry:
Code:
function Before::onConnection(%message)
  before onConnection
{  
  if(%message == "Rejected")
  {
    error("Retry @ " @ timestamp());
    schedule("connect($Server::Address);", 0.75);
    halt;
  }
}

Zlex's had a GUI, and was slightly different.
 
I'll post my first official Tribes Version 1.40 script here.

Code:
function Kill::Kit()
	before kill {
	
	remoteEval(2048, useItem, getItemType('Repair Kit') );
	remoteEval(2048, lmsg, death);
}

iced
 

looking good, but don't make ppl overwrite their native things in the base folder, even the gui can be put into config/gui/inventory.gui.cs etc.

e.g: Adding additional binds from scripts works like this:

that's basicly the support function
Code:
function GameBinds::SetMapNoClearBinds( %sae ) 
{
    $GameBinds::CurrentMap = %sae;
    $GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( %sae );
    //ActionMapList::clearBinds( $GameBinds::CurrentMapHandle );
}

Using such a support function you can add bind from anywhere without touching the original version of "GameBinds::Init()"

like ... in any.cs
Code:
//typical hack to insert binds
function ChatDisplay::addBindsToMenu() after GameBinds::Init
{
	GameBinds::SetMapNoClearBinds( "actionMap.sae" );
	GameBinds::addBindCommand( "ChatHud Size + 1", "ChatDisplay::addLine();", "" );
}


... which would make the script act like a plugin that can easily be turned on and off again because it won't mess with the internals.
 
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thanks greyhound


I was going to post something rude earlier about overwriting functions but I edited it so I didn't feel like such a dick. I'm still a dick but whatever.
 
The power of pre/post attachments has not yet been realized. Such a powerful feature, one of the many great additions to 1.40's script engine.
 
looking good, but don't make ppl overwrite their native things in the base folder, even the gui can be put into config/gui/inventory.gui.cs etc.

e.g: Adding additional binds from scripts works like this:

that's basicly the support function
Code:
function GameBinds::SetMapNoClearBinds( %sae ) 
{
    $GameBinds::CurrentMap = %sae;
    $GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( %sae );
    //ActionMapList::clearBinds( $GameBinds::CurrentMapHandle );
}

Using such a support function you can add bind from anywhere without touching the original version of "GameBinds::Init()"

like ... in any.cs
Code:
//typical hack to insert binds
function ChatDisplay::addBindsToMenu() after GameBinds::Init
{
	GameBinds::SetMapNoClearBinds( "actionMap.sae" );
	GameBinds::addBindCommand( "ChatHud Size + 1", "ChatDisplay::addLine();", "" );
}


... which would make the script act like a plugin that can easily be turned on and off again because it won't mess with the internals.

Thanks bro, I'll take a look at this later and make some edits.
 
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