Scripts / [STICKY] Smallg's free scripts

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Belidos
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Posted: 22nd Jun 2017 12:12
Quote: "an you please tel me in witch ai script i must add some code to and were in that script to add it, so that the ai would go back to its start point if the player is out of its view range.
"


Apparently it's supposed to automatically now. But then again, the "new" AI is supposed to do a lot of things it doesn't actually do, to be honest it feels like a failed update to me and has put me off creating games with AI entirely.

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Zero_HP
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Posted: 23rd Jun 2017 20:20
@Smallg (or anyone who might know the solution)
Is there a way to make your blood splatter on kills script work with zombies? I tried swapping the ai_soldier part of the script with a zombie one, but that just made the script fail to load.
How do I add associated ai to the script?
I'm not a box of avocados, Logan
LordinSiidius
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Posted: 24th Jun 2017 22:10
@Smallg or anyone who knows...

I am working on a post apocalyptic A-RPG. I am using the isometric top down style. I have noticed that even if right up on an enemy or weapon, my weapon attacks don't hit and I can't pick up weapons that are lying down. I was wondering if anyone knows a solution to this. I need a means to aim straight in front of the player when attacking enemies whether they are flying or walking, and a means to pick up items lying around to add to players weapon cache. Any advice would be appreciated.

Thanks,

BJT
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Belidos
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Posted: 24th Jun 2017 22:29
The third person system works by damaging anything directly under the cross hairs, so if you have it directly top down then you are firing at your feet all the time. I think someone did work out how to work around it, but I'm not sure how well they achieved it.

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LordinSiidius
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Posted: 25th Jun 2017 08:54
Any idea what this work around was or where to find it?
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Belidos
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Posted: 25th Jun 2017 11:35
https://forum.game-guru.com/thread/218149

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LordinSiidius
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Posted: 25th Jun 2017 23:19
@Belidos Thanks, that is a start at least. I can work with that for the time, but ideally would like a script to help me adjust the player view, as there is still no means for picking up weapons or items outside of placing them in locker styled containers (even a chest won't work as it is too low). Still it's more than I had and does achieve the basic need, so I am in your debt for the timely intervention.

@Smallg .... Do you have any ideas on how to change the player viewpoint to allow picking up objects and shooting in a straight line in the direction you are facing? (Side note...would also need melee weapons to work as well as firing weapons.)
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LordinSiidius
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Posted: 26th Jun 2017 05:55
It looks like I need to have a script to override the player angle to make it aim straight ahead at what I am facing, but with detection so that I can opt to have a player pick up or interact with items once close enough even though the weapon aim will likely be above ground objects like chests and such. I can see where there are places to do this, but am unsure which to tap to get the desired response.
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LordinSiidius
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Posted: 26th Jun 2017 15:47
Scratch that. I see the folly of my desire now. While the code would enable me, in part, to do things as I would like and hide away some of the flaws of the engine's rendering capabilities, my own flaws keep me from being able to do graphics and animations, and I now realize that for this to work I'd either (A) need to acquire skills to make those assets or acquire a set of third person assets that use those weapons OR (B) I'd need to incorporate in the script or another linked script a means to pick up said weapon and switch automatically to the first person viewpoint to get past the lack of assets and use those I do have, which will open me up to the ugly rendering that the isometric top down style sharpens up (along with lowered frame rates) into clearer visuals while in the first person mode. If (B) were the option, the script would have to enable the item to be packed away and return the player to default top down view or would have to be used up in which case they return to said view. This is beyond my current capabilities, so for the time being, I am reconsidering my options while I wait to see if a skilled scripter **WINK WINK Smallg** can pull this off or ***Our friends behind GG WINK WINK WINK** incorporate a better means to handle isometric top down styles into GG itself.
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PCS
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Posted: 1st Jul 2017 14:43
looks like Smallg is to much busy .
was hoping for an answer.
i wil just have to wait.

nice day to all.


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Belidos
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Posted: 1st Jul 2017 16:14
Quote: "looks like Smallg is to much busy .
was hoping for an answer.
i wil just have to wait.

nice day to all. "


Smallg doesn't really do much in gameguru any more, he's moved on to AGK. He only pops on here every now and again.

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MistaGameDev
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Posted: 10th Jul 2017 18:34
Has anyone gotten runtime error 3004 when using his conversation script and trying to talk to an npc?
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smallg
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Posted: 10th Jul 2017 21:14
Quote: "Smallg doesn't really do much in gameguru any more, he's moved on to AGK. He only pops on here every now and again."

i'm not taking requests right now, nope

Quote: "Has anyone gotten runtime error 3004 when using his conversation script and trying to talk to an npc?"

which one? there's a few similar but different scripts posted - better if you post your edited script so we can check it directly.

@pcskiller sorry, i dont really use the stock AI as i find it very hard to control with all the constant jumping back and forth, i end up with a lot of unexpected behaviour so i write my own as i need it - much more in favour of the old style (though i can see the intended merit of the new system).

Quote: "@Smallg (or anyone who might know the solution)
Is there a way to make your blood splatter on kills script work with zombies? I tried swapping the ai_soldier part of the script with a zombie one, but that just made the script fail to load.
How do I add associated ai to the script?"


you mean this one?
i don't see any restriction to ai_soldier.lua there?
but it's still looking for old variables which no longer exist, adding them to the script should work.
i think this should do it (just add it anywhere in the init(e) part of the desired AI scripts)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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Zero_HP
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Posted: 13th Jul 2017 22:16
Yeah thats the script dude.
So you mean, say I wanted it to work with a character using ai_fastzombie; I would just add that code snippet to the init line of the ai_fastzombie script?
I'm not a box of avocados, Logan
smallg
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Posted: 7th Aug 2017 13:53
haven't used GG in an age and this took me way too long to get working but i'm happy with it now - just a little something i saw in a game and thought might be nice to share....

damage/hit numbers

apply number_control.lua to any non-static, always active object
apply number.lua to your decals and give them a name that is the same as their numerical value.
*you will need decals 0 ~ 9*
best to place a handful (or more) of each number if you have lots of enemies or machine guns etc

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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dimoxinil
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Posted: 14th Aug 2017 10:47
Great as always, smallg

I'll make the most of it. I have a couple of very ideas for use.

Thank you very much for these post.


GraPhiX
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Posted: 16th Aug 2017 16:25
Hi smallg

I am trying to use your ai_respwan and ai_respwaner scripts (I want to modify them as 'sleeper' scripts) but when I try to use your scripts I get the attached error, do they not work with the updated AI?

the ai_respwan.lua I attached to a combat soldier the ai_respawner.lua is attached to a dynamic barrel set to always active.

thanks for any help you can give
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smallg
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Posted: 17th Aug 2017 15:19
try this version of ai_respawn




but they are very old and likely still have issues
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GraPhiX
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Posted: 17th Aug 2017 15:27
Quote: "try this version of ai_respawn"


yep that works thank you so much
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GraPhiX
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Posted: 17th Aug 2017 15:40
I spoke too soon
it might be something I have not set but the script only works once is this how it is supposed to work?

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smallg
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Posted: 17th Aug 2017 18:08
my soldier refuses to do anything but he does respawn, so perhaps try this one


the original seems to have an error in the init(e) section, though i can't figure out what it is.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GraPhiX
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Posted: 17th Aug 2017 20:01
Hi smallg
thanks for this it is slightly better I can see the prompt at the bottom of the screen to say 'body removed' now but it still only works once

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smallg
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Posted: 17th Aug 2017 21:00
can you send me the map .fpm and the scripts you have (send ai_soldier.lua too)?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GraPhiX
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Posted: 17th Aug 2017 21:15
Quote: "can you send me the map .fpm and the scripts you have (send ai_soldier.lua too)?"


email sent thank you
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smallg
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Posted: 19th Aug 2017 12:06
fixed the ai respawn script
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GraPhiX
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Posted: 19th Aug 2017 13:44
Thank you will try it as soon as I home
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GraPhiX
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Posted: 21st Aug 2017 11:05
Hi smallg

its still not quite right sorry, the problem is when the body is removed weapons are lost, sometimes they respwan and die straight away


I have been thinking,
I think I am doing this the wrong way around, I think we need a damage modifier for weapons, all weapons in GG seem to be lethal I think we need a damage scale of some kind on top of the damage wield, ie

the colt1911 as a damage factor of 35 so scale could be 3 - 4
the shotgun damage factor = 20 again scale could be 3 -4
stones have a factor of 20 scale could be 1 - 3 depending on the size of stone could be 4 but that's is quite rare lol

my tranquilizer gun, baseball bats, metal bar etc could be 2 -3

I think we need a scale of 4 ie.

1 = slight affect (slow down enemy - adjust speed of animation slightly by 50% or so)
2 = medium affect (knock enemy to floor - ragdoll animation but enemy gets back on his feet)
3 = high effect (knock enemy to floor in unconscious state - ragdoll with a custom timer before he gets back on his feet)
4 = Lethal effect (current state no changes)

I think there is a lot of people that would like a non-lethal game or a mixture of both, take the bow and arrow as another example if an arrow hits you in your head you are dead but in real life if you are hit in the leg or arm it will slow you down but is not immediately lethal.

how difficult would this be to do in LUA or is this a Lee thing?

would anyone else be interested in this kind of thing?
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Duchenkuke
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Posted: 5th Oct 2017 13:45
Hey guys, I hope I am at the right place. I want to report that the blood script is not working with the current gameguru version. I did everything that is necessary but the blood just would not show up... :/

Any advice?
You know you watched too many of Lee's Live Brodcasts when you're at work and have an earwig from his twitch intro music....

By the way, I am a Modder, Soundtrack Composer and now Game Developer. Well, sort of.

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smallg
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Posted: 5th Oct 2017 19:16
Quote: "Hey guys, I hope I am at the right place. I want to report that the blood script is not working with the current gameguru version. I did everything that is necessary but the blood just would not show up... :/

Any advice?"

fixed
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Duchenkuke
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Posted: 5th Oct 2017 20:28
awesome ! Thank you
You know you watched too many of Lee's Live Brodcasts when you're at work and have an earwig from his twitch intro music....

By the way, I am a Modder, Soundtrack Composer and now Game Developer. Well, sort of.

Windows 10 64bit - Intel Core i7-2600 CPU @ 3.40GHz, 8,0 GB Ram, Geforce GTX 1050ti
Find some my work onYoutube:
(Music Channel) The German Music Dude: https://www.youtube.com/user/DeutscherVolker
(Games and Mods Channel ) DK Productions: https://www.youtube.com/channel/UCIqwvScXnJL_zNYqSsfTCqA



Honkeyboy
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Posted: 27th Oct 2017 21:41 Edited at: 27th Oct 2017 21:43
Hey G i have a question if i may I'm trying to use your Civilian2.lua script for civvies and or guards on my new game map they work sweetly, follow waypoints etc but there is no definitive exit.
I've tried adding one but it doesnt work (you know im pants with AI scripting) lol reason for this is that I'm trying to add a swap script on hurt = to ai_combat _soldier and for the exit add exp and drop a numbered key for the rogue to then go on and rob the house of the owner lol CRIMINALS!!!!! even just getting an exit working i could work on anyway m8 any pointers would be appreciated
Cheers dude
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smallg
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Posted: 27th Oct 2017 21:54
see if this works (set the civillian's name to the entity number of the desired key to drop).
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Honkeyboy
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Posted: 27th Oct 2017 21:57 Edited at: 27th Oct 2017 22:15
ok will do oh i see now will adjust it to fit the EXP i have thanks m8
Edit works perfectly and have an exit to play with thanks G your a star
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Honkeyboy
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Posted: 29th Oct 2017 21:20 Edited at: 29th Oct 2017 21:21
Im kinda stuck here again m8 (my ai scripting leaves alot to be desired :/ the civvie3 script runs toward the player i actually wanted it to do the same as civvie2 = run away and if killed drop the key but then i wanted all the guards to aggro, i also thought of spawning guards after you have commited a crime and so wrote this

but even though my RPG menu script adds +1 to the Infamy score the guards dont spawn? I'm lost m8
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I only smile because i have absolutely no idea whats going on
smallg
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Posted: 30th Oct 2017 09:02
Quote: "I'm trying to add a swap script on hurt = to ai_combat _soldier and for the exit add exp and drop a numbered key"


Quote: "the civvie3 script runs toward the player i actually wanted it to do the same as civvie2 = run away and if killed drop the key"


Your original request is different to the new one :p

Your guard script has g_infamy = 0 at the top, this will reset the value to 0 each time the script is called, remove it and put it in the menu script.
(There's also an extra end in your code snippet at the bottom you don't need?)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Honkeyboy
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Posted: 30th Oct 2017 09:59 Edited at: 30th Oct 2017 10:11
Right ok m8 thanks for that no worries was having a head not working scripting moment (and it was late) lol
oh i see yes m8 i did request that this was because the civvie3 scipt i was going to use on the guards (changed it to ai_guard) and the civvie2 script is for civilians who drop keys to the houses, this part i have working by robbing the end section out of 3 and the key parts in the script. What was happening is that the AI with 3 on them run towards the player but just stopped and didnt attack so then had the idea of spawning guards in when you have infamy. I'll have another go today when im finished see what goes.
thanks

Edit: hmm keeps asking for a then at the line if g_infamy => 1 then ? there is already one here though :/
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I only smile because i have absolutely no idea whats going on
smallg
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Posted: 30th Oct 2017 10:27
I think you need to swap the = and the > around
So
>=
Not
=>

Glad you got the civilian's and the keys working, would have changed it for you later
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Honkeyboy
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Posted: 30th Oct 2017 12:53
That simple lol thanks m8 that cured it i also as you said took out the g_infamy=0 statement out and the guards now spawn correctly now i have to find out why they stand still and not attack but im getting there. Thanks for the help
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
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and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
smallg
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Posted: 30th Oct 2017 13:42
i assume you are using the dx11 beta? or a version where AI works?

it could be that the script to spawn them is being constantly called, add Destroy(e) to the spawn script


if not i can check your guard script if you post it
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Honkeyboy
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Posted: 30th Oct 2017 16:07
Yeah figured that one when they refused to die lol i changed the scripts to the fantasy knight and all works as it should now just tested the first 8 guards another about 30 to go so readjusting the spawn script for different areas over 8000 entities on the map now getting kinda slow to edit hopefully not much more
testing in both atm to see how it holds up
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8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
smallg
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Posted: 30th Oct 2017 18:58
rather you than me mate, you have great patience when it comes to map building i honestly have no idea how you do it... bring on copy and paste is all i can say
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Honkeyboy
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Posted: 30th Oct 2017 20:05
Yeah Batch copying would speed things up no end. I managed to write the static guard script and have butcherd the civvie 3 script so it now works how I wanted as a wandering guard script
i used Include ("") and SwitchScript ( e,"" ) in the end seems to work pretty smoothly. Thanks for the pointers etc
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8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
Honkeyboy
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Posted: 31st Oct 2017 11:08 Edited at: 31st Oct 2017 11:53
double post sry :/
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8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
Honkeyboy
3D Media Maker
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Location: Doesnt know half the time ;)
Posted: 9th Nov 2017 20:12
Hi G,
I have a question for you m8 I have been using your day/night script and have it working quite well with 1 problem the fog comes all the way to the player.
Is there a way to make it so as the fog say comes to 15ft away ish type thing that way you wouldnt get a complete blackout and maybe could see the closest light?
P.s I've included the script here so you dont need to dig for it
Thanks m8

Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
smallg
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Posted: 9th Nov 2017 21:31
looks like you just need to change the *100 and *400 to higher multiplier if you have a low change value
Quote: "if fogon == 1 then

SetFogNearest(change * 100)

SetFogDistance(change * 400)

end"
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Honkeyboy
3D Media Maker
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Location: Doesnt know half the time ;)
Posted: 9th Nov 2017 22:28
righty ok thank you
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
smallg
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Posted: 22nd Nov 2017 20:26 Edited at: 22nd Nov 2017 20:27
allows variables to store and load between levels

apply winzone_autosave.lua to your win zone
apply autoload.lua to a non-static object somewhere near your start marker (level 2 onwards).

make sure you name all variables you wish to keep using over multiple levels with the g_ prefix (i.e. g_points or g_this_needs_to_be_stored etc).
p.s. also check you don't call g_points = 0 (or whatever variables you use) - or otherwise try to define any variables - in any scripts used in level 2 onwards as this will obviously cause the values to be reset.



please let me know if you find any issues.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Bolt Action Gaming
GameGuru Tool Maker
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Joined: 24th Oct 2013
Location: Harrisburg, PA (USA)
Posted: 23rd Nov 2017 04:40
nice bandaid

Honkeyboy
3D Media Maker
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Years of Service
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Joined: 16th Sep 2015
Location: Doesnt know half the time ;)
Posted: 30th Nov 2017 21:34
Hi smallg, I've been using you fishing scripts in dark shores and have edited them to add a caught fish to the inventory menu and some fishing exp which is working fine, also ive been trying to write a fish merchant script so you can sell the fish you caught which i havent got quite working correctly (nothing new here) can you tell me where im going wrong here m8 please.


Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
smallg
Community Leader
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Joined: 8th Dec 2005
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Posted: 1st Dec 2017 09:28
On phone but this should work (I assume you have the player looking function in another script).

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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