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Englisch Request Lasermine script that CS1.6

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alt Request Lasermine script that CS1.6

Deevix
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I want a script that is lasermine as in CS1.6
put them on the floor or wall and bind to either zm and plz people who I can create it
a script that can be added to a 1.15 ZombiePlague by Blazzingxx

alt Re: Request Lasermine script that CS1.6

Black Wolf
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He me the script from cs 1.6 zombies like when you but it to will it continues infinite and when zombies go to laser it doesn't blow up the zombie just die, but laser don't removes

alt Re: Request Lasermine script that CS1.6

BlazingStan
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Translating their Language :

They need a Laser Mine from Zombie Mod in CS 1.6.
This Laser Mine doesn't kills Humans,but kills Zombies.
It doesn't explodes,it hurts like Laser. It can be planted on something solid. And it is lasts some time,or forever. (I think that server sets time.)

alt Re: Request Lasermine script that CS1.6

Happy eyes
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lasermines={}
images={}
for a =1,32 do
	images[a]={}
end

addhook('startround','startround')
function startround()
	lasermines={}
end


addhook('movetile','movetile')
function movetile(id,tilex,tiley)	
	if player(id,"team")==1 then
		for n,w in pairs (lasermines) do
			if w[1]==tilex and w[2]==tiley then
				parse('customkill '..w[3]..' \"laser mine \" '..id)
			end
		end
	end
end

function resetplayermines(id)	
	for n,w in pairs (lasermines) do
		if w[3]==id then
			table.remove(lasermines,n)
		end
	end
	for n,w in pairs (images[id]) do
		freeimage(w)
		images[id]={}
	end
end

addhook('leave','resetplayermines')
addhook('team','resetplayermines')

function rotbyside(rot)
	if rot >= -45 and rot <= 45 then
		return 1
	elseif rot > 45 and rot < 135 then
		return 2
	elseif rot > 135 or rot < -135 then
		return 3
	elseif rot < -45 and rot > -135 then
		return 4
	else
		return 5
	end
end

addhook('say','say')
function say(id,t)
	local text = string.lower(t)
	if t == "!lasermine" and player(id,"team")==2 then
		local rot = rotbyside(player(id,"rot"))
		local tilex,tiley=player(id,"tilex"),player(id,"tiley")
		tilex,tiley=moveposition(tilex,tiley,rot,1)
		if tile(tilex,tiley,"wall") then
			plantmine(id,tilex,tiley,rot)
			msg2(id,"©000255000You've planted lasermine!")
		else
			msg2(id,"©255000000You can't plant lasermine here!")
		end
		return 1
	end
end

function moveposition(tilex,tiley,rot,distance)
	if not distance then distance = 1 end
	local x,y = 0,0
	if rot == 1 then
		y=-1		
	elseif rot == 2 then
		x=1
	elseif rot == 3 then
		y=1
	else
		x=-1
	end
	return tilex+(x*distance),tiley+(y*distance)
end

function plantmine(id,tilex,tiley,rot)
	local pos={tilex,tiley}
	if tile(tilex,tiley,"wall") then
		for a=1,6 do
			tilex,tiley=moveposition(tilex,tiley,rot,-1)
			if tile(tilex,tiley,"walkable") then
				table.insert(lasermines,{tilex,tiley,id})
				local img
				if a==1 then
					local position={x=0,y=0}
					if rot == 1 then
						position.x=16
						position.y=2
					elseif rot == 2 then
						position.x=30
						position.y=16
					elseif rot == 3 then
						position.y=30
						position.x=16
					else
						position.y=16
						position.x=2
					end
					img = image('gfx/weapons/lasermine.bmp<m>',tilex*32+16,tiley*32+16,1)
					imagepos(img,tilex*32+position.x,tiley*32+position.y,rot*90-90)
					table.insert(images[id],img)
				end
			end
		end
		img = image('gfx/hud_shade.bmp<a>',tilex*32+16,tiley*32+16,1)
		imagescale(img,0.9,3)
		imagecolor(img,0,0,255)
		if rot == 1 then
			pos[2]=pos[2]*32+150
			pos[1]=pos[1]*32+16
			rot = 90
		elseif rot == 2 then
			pos[1]=pos[1]*32-118
			pos[2]=pos[2]*32+16
			rot = 180
		elseif rot == 3 then
			pos[1]=pos[1]*32+17
			pos[2]=pos[2]*32-120
			rot = 270
		else
			pos[1]=pos[1]*32+150
			pos[2]=pos[2]*32+17
			rot = 0
		end
		imagepos(img,pos[1],pos[2],rot)
		table.insert(images[id],img)
	end
end

alt Re: Request Lasermine script that CS1.6

Infinite Rain
Reviewer Off Offline

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user Happy eyes hat geschrieben
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lasermines={}
images={}
for a =1,32 do
	images[a]={}
end

addhook('startround','startround')
function startround()
	lasermines={}
end


addhook('movetile','movetile')
function movetile(id,tilex,tiley)	
	if player(id,"team")==1 then
		for n,w in pairs (lasermines) do
			if w[1]==tilex and w[2]==tiley then
				parse('customkill '..w[3]..' \"laser mine \" '..id)
			end
		end
	end
end

function resetplayermines(id)	
	for n,w in pairs (lasermines) do
		if w[3]==id then
			table.remove(lasermines,n)
		end
	end
	for n,w in pairs (images[id]) do
		freeimage(w)
		images[id]={}
	end
end

addhook('leave','resetplayermines')
addhook('team','resetplayermines')

function rotbyside(rot)
	if rot >= -45 and rot <= 45 then
		return 1
	elseif rot > 45 and rot < 135 then
		return 2
	elseif rot > 135 or rot < -135 then
		return 3
	elseif rot < -45 and rot > -135 then
		return 4
	else
		return 5
	end
end

addhook('say','say')
function say(id,t)
	local text = string.lower(t)
	if t == "!lasermine" and player(id,"team")==2 then
		local rot = rotbyside(player(id,"rot"))
		local tilex,tiley=player(id,"tilex"),player(id,"tiley")
		tilex,tiley=moveposition(tilex,tiley,rot,1)
		if tile(tilex,tiley,"wall") then
			plantmine(id,tilex,tiley,rot)
			msg2(id,"©000255000You've planted lasermine!")
		else
			msg2(id,"©255000000You can't plant lasermine here!")
		end
		return 1
	end
end

function moveposition(tilex,tiley,rot,distance)
	if not distance then distance = 1 end
	local x,y = 0,0
	if rot == 1 then
		y=-1		
	elseif rot == 2 then
		x=1
	elseif rot == 3 then
		y=1
	else
		x=-1
	end
	return tilex+(x*distance),tiley+(y*distance)
end

function plantmine(id,tilex,tiley,rot)
	local pos={tilex,tiley}
	if tile(tilex,tiley,"wall") then
		for a=1,6 do
			tilex,tiley=moveposition(tilex,tiley,rot,-1)
			if tile(tilex,tiley,"walkable") then
				table.insert(lasermines,{tilex,tiley,id})
				local img
				if a==1 then
					local position={x=0,y=0}
					if rot == 1 then
						position.x=16
						position.y=2
					elseif rot == 2 then
						position.x=30
						position.y=16
					elseif rot == 3 then
						position.y=30
						position.x=16
					else
						position.y=16
						position.x=2
					end
					img = image('gfx/weapons/lasermine.bmp<m>',tilex*32+16,tiley*32+16,1)
					imagepos(img,tilex*32+position.x,tiley*32+position.y,rot*90-90)
					table.insert(images[id],img)
				end
			end
		end
		img = image('gfx/hud_shade.bmp<a>',tilex*32+16,tiley*32+16,1)
		imagescale(img,0.9,3)
		imagecolor(img,0,0,255)
		if rot == 1 then
			pos[2]=pos[2]*32+150
			pos[1]=pos[1]*32+16
			rot = 90
		elseif rot == 2 then
			pos[1]=pos[1]*32-118
			pos[2]=pos[2]*32+16
			rot = 180
		elseif rot == 3 then
			pos[1]=pos[1]*32+17
			pos[2]=pos[2]*32-120
			rot = 270
		else
			pos[1]=pos[1]*32+150
			pos[2]=pos[2]*32+17
			rot = 0
		end
		imagepos(img,pos[1],pos[2],rot)
		table.insert(images[id],img)
	end
end


You don't need \" if you using '

alt Re: Request Lasermine script that CS1.6

Deevix
User Off Offline

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I know how it goes, but it's not my way ..
I want to be added to human shop and to sell the ammo pack
but even for zombies in their shop ..
If I say what you need from zombieplague 1.15 script.lua you give it to me and add lasermine
1× editiert, zuletzt 19.08.12 14:47:03

alt Re: Request Lasermine script that CS1.6

Happy eyes
User Off Offline

Zitieren
user Deevix hat geschrieben
I know how it goes, but it's not my way ..
I want to be added to human shop and to sell the ammo pack
but even for zombies in their shop ..
If I say what you need from zombieplague 1.15 script.lua you give it to me and add lasermine


I've already gave you all lasermines engine, I think it's not that hard to add some table with numbers lasermines carried, and to check does player has enough lasermines to place, while placing. Also add button to buy a lasermine if player has enough ammo packs.

alt Re: Request Lasermine script that CS1.6

Deevix
User Off Offline

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Sory i am Romanian :P:(:)

So can anyone do that?
is yes and lasers to stretch to infinity or till the end ie maps from a wall to another






can someone make me?
1× editiert, zuletzt 21.08.12 10:34:22
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