Scripts / [STICKY] Smallg's free scripts

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Rogueiseiztruckung
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Posted: 20th Jun 2018 09:42
How to do that inventory script I can't
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smallg
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Posted: 20th Jun 2018 18:09
which part of it can't you do? there is a supplied .fpm (map/level) that is already set up to use (you just need to extract and place the scripts from the .zip file into your scriptbank folder - keep the inventory2 folder)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Peri
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Posted: 21st Jun 2018 16:10
Hi smallg thanks for the great scripts great for use and for learn,

I have a question about the the "kill x enemies to open door" for me its count only one enemy I kill

If I placed a 5 enemies and I killed all the door said you still have 4 left.
smallg
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Posted: 21st Jun 2018 22:38
i can't see any obvious reason why it wouldn't count the kills correctly when the rest of the script is working fine (the prompt and counting at least 1 kill etc), odd...
the only thing i see is i made a little comment at the bottom of the door_kill_requirement_ai.lua script
--above exit function must exist in the AI or just don't include it here
which may be your issue?
double check the AI script you are using has an exit(e) function otherwise you can create it or just remove the line
ai_fastzombie_exit(e) --exit(e) call from the AI script used
and try again.

i haven't tested it again myself yet as i won't be able to for quite some time so hopefully that will fix it for you
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Peri
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Posted: 29th Jun 2018 13:14 Edited at: 29th Jun 2018 13:15
ITS Works!!!! without the "ai_fastzombie_exit(e)" line

Another question, I tried to use the password for a door script.

I need to set the script on a zone and in the "IF USE BOX" put the name of the door?

I tried it but after a correct password the player keep freeze of movement and the door keep closed.

what I am doing worng?

Thanks.
smallg
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Posted: 29th Jun 2018 21:20
going back in time a bit there huh, uploaded a new version, should fit your needs.
assign it to the door and change the name of the door to your desired password
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Peri
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Posted: 1st Jul 2018 16:12
Perfect!! now I going to create a cheat door with extra lives and weapons
lotgd
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Posted: 28th Sep 2018 21:55
Hi smallg, I wanted to signal you that the script "spawn enemies in waves" dont work with this version of GG.

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medi
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Posted: 2nd Oct 2018 12:24
https://forum.game-guru.com/thread/207801?page=12#msg2540251

blood splatter

Hi, Could someone please help me? I think I'm just totally stupid.

I proceeded like this:
Click on Blood decal
Properties,
AI System
Main blood\blood_for_enemies.lua

Masked Civilian.fpe
;ai
aimain = ai_neutral.lua
aiinit = blood\blood_for_enemies_control.lua

Obviously this way is wrong and therefore does not work. Could someone please help me on the right track? Thank you
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smallg
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Posted: 2nd Oct 2018 19:47 Edited at: 2nd Oct 2018 19:49
blood_for_enemies_control.lua goes on 1 object set to always active = yes
the AI characters use their own scripts.

Quote: "Hi smallg, I wanted to signal you that the script "spawn enemies in waves" dont work with this version of GG."

any error? just checked and it's working fine for me.
edit; though i did make some improvements before i started, perhaps i inadvertently fixed it? i'll reupload, try the new version and see if that works for you.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Pink Panther
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Posted: 11th Oct 2018 18:05 Edited at: 11th Oct 2018 20:36
I was unable to get the "spawn enemies in waves" to work quite right either. No error, just that the first wave spawns and when killed the second wave spawns but the kills don't register and the timer does not continue. Tried setting it up and running it a few times. Sometimes the enemies would not shoot back. One time one of the soldiers flew up in the air and took off! I am using the monster update.
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lotgd
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Posted: 14th Oct 2018 08:56
Quote: "No error, just that the first wave spawns and when killed the second wave spawns but the kills don't register and the timer does not continue."

Same thing, Thankyou smallg.

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LGoat
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Posted: 26th Oct 2018 08:30
@smallg Do you think is possible in GG yet to add a wall put a small hole in it and when you go near it to be able to look through it?
Press E to look and will zoom in the next room and give you a clear sight.Or better yet through a keyhole of a locked door.What you think?Might be a script with SetPlayerFOV(50) inside? if g_KeyPressE then = blabla SetPlayerFOV(50or whatever fits)
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Peri
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Posted: 26th Oct 2018 14:47 Edited at: 26th Oct 2018 14:51
Hi Smallg is this script is available? "zombie hunting friend GG"






it is works only with zombies or can be with more characters?

Thanks for you scripts and the help big credit
GubbyBlips
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Posted: 20th Jan 2019 20:39
That is an interesting idea. Is there a camera reset function-- so you can move the camera at will, then reset it back to original location? Guess I'll have a look.
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osiem80
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Posted: 30th Jan 2019 11:53 Edited at: 30th Jan 2019 11:56
Hallo i looking for a static mg script, i mean a not collectable weapon used by pressing key, for example a gameplay from cod2. look at minute 10:55
https://www.youtube.com/watch?v=IGTxYc3CK9U
i remember that someone maked it in FPSC classic, but cant find the thread and the link and dont remember the creator.
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Snake675
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Posted: 10th Feb 2019 11:00
Hi smallg

I love your scripts a lot and could learn a lot from them. I digged into GG again after a while and played with your stealth script. Sadly enough there appears a bug I never recognized before:
I startup GG, load a test level with a enemy the stealh_kill.lua attached to and start it -> everything works ok
Then I start the level again and the enemy flies into the sky when killing him with a knife, really strange

I tried nearly everything, no succsess! This is happening everytime with every model. Could there be something wrong with physics or ragdoll. Killing enemies with headshots does not result in this and the script parts seem similar...

Any idea? Help would be appriciated very much...

Best, snake67
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smallg
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Posted: 10th Feb 2019 17:38
Sorry that uses the old AI logic and would need updating to work with the new AI system, I'm unsure why it would work the first time even but it's likely just not causing any visible issue if there's no obstacles etc and perhaps just getting confused when the level reloads.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Snake675
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Posted: 11th Feb 2019 15:19
Hi smallg

Yea. If there are 2 enemies in the level, the 1st time it is played, only the 2nd stealth kill leads to a "rocket man". The 1st one behaves normally... I have no clue what the problem really is. I will try to integrate the stealth kill ability to the stock ai. We will see...

Best, Snake675
-Snake675
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AmenMoses
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Posted: 11th Feb 2019 21:56
https://github.com/TheGameCreators/GameGuruRepo/issues/466
Been there, done that, got all the T-Shirts!
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Tomik18
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Posted: 12th Feb 2019 15:05
@smallg is possible with script or any way spawn enemies no 1 i mean 10 or more if i pickup weapon. thnx
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GubbyBlips
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Posted: 22nd Apr 2019 03:14
While we're speaking of AI, does anyone have any
information on Ally AI, what is the most recent?
What works the best? Those in the files of GG
don't seem to have much function. Anything
else I can try? Thanks
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PCVeteran
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Posted: 9th May 2019 01:11
Is there a download of all the scripts in one bundle here? Correct me if I'm wrong, but I couldn't find one on your thread here.
PCS
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Posted: 25th May 2019 17:44
Hi Smallg , i have started to use your inventory scrip, i have placed all files in the inventory2 folder, i have attached the inventory _pickup script to my battery and added my original script " collect_battery.lua " in the inventory2 folder but then i can not use it to access my fault door.
i have added collect_battery in the script see below script.

here is my original collect_battery script.


please help me .

Pcs.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
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smallg
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Posted: 25th May 2019 17:52
think you just need to change your script to

so that when you right click on the battery in your inventory it will activate your variable toggle (have_battery = 1)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
PCS
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Posted: 25th May 2019 18:30 Edited at: 25th May 2019 18:34
Hi Smallg thanks for the fast response.
i have change my script and it still does this.


edited, is it correct that i have added my collect_battery script to the inventory2 folder
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

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smallg
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Posted: 25th May 2019 19:52 Edited at: 25th May 2019 20:12
oh the problem is this line
Quote: "elseif string.find(string.lower(item_name[e]),"Battery") ~= nil then"

you need to use lower case in the search text, string.lower means it converts the found text to lower case - so the name in properties can still be upper case but this just makes sure any variation of "battery" / "Battery" / "BATTERY" etc would be found
so you should have
Quote: "elseif string.find(string.lower(item_name[e]),"battery") ~= nil then"
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
PCS
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Posted: 25th May 2019 21:47
ok, i have corrected it, no more errors, but...
i can pickup my battery in to the menu, and drop it and pick it up again and when i hover over it , it prompt the correct item description
but when i right click it only removes the battery from the menu but do not access my door.
it looks like its not running my script for some reason.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
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smallg
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Posted: 25th May 2019 22:38 Edited at: 25th May 2019 22:41
Did you change it to match the one I said earlier? Your original script has some conditions that won't be true so you needed to remove those.
If you have the script above then it may be a spelling mistake on have_batery ?
I notice there's a missing t but it depends if the door also has the missing t in it's variable... If you still have issues please post or email the door script you are using and I will see if there's an issue there... As the scripts do work with the fixes I listed above, I ran it on my map
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
PCS
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Posted: 26th May 2019 07:31 Edited at: 26th May 2019 07:58
i have change it like you said, and even if i remove out the lines : have _batery like below it still does not even do the Prompt on the screen.

So it must do the prompt once i can get to that point then i know it is running my script.

There must be something small i am missing, because if i use the script for the key and add , have _batery = 1
then it does work. like below


ps. i have even tried and change my collect_battery_main(e) script to something like the one you use on the key script
like this:
collect_battery_main_name(e,name)
but it also did not work.

Sorry for taking up the space in your thread. will look for a solution and let you know.
Thanks for all the help
Pcs
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
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PCS
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Posted: 26th May 2019 09:58
ok, i have used your map, and as you can see in the pic below, i have added a black_battery and a Syringe and a drum, also the ammo box you see on the front off the table i have renamed black_battery , and also the drum and the black_battery and Syringe are also named black_battery in the properties.


and i have the script pointing to my original collect_battery.lua as below in script.

the script only works with the ammo and the Syringe , not with the battery or the drum.
if i pick up the ammo or the Syringe and right click on it in the menu it runs my script. but not with the drum and battery
it looks like the script only work with entities that are normally ones that you can pick up, or so it appears to do so
please ad a normal entity and test and see if it can run any script, because if i use the ammo box and point it to any script in any folder it runs the script but not with the drum or battery.

Sorry if i am wasting valuable thread space here, but something does not make sense.
Pcs
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

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smallg
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Posted: 28th May 2019 11:00
Quote: "the script only works with the ammo and the Syringe , not with the battery or the drum.
if i pick up the ammo or the Syringe and right click on it in the menu it runs my script. but not with the drum and battery
it looks like the script only work with entities that are normally ones that you can pick up, or so it appears to do so
please ad a normal entity and test and see if it can run any script, because if i use the ammo box and point it to any script in any folder it runs the script but not with the drum or battery."

confirmed, it doesn't work with entities that are static normally (but obviously made dynamic in the editor), very weird... there shouldn't be any difference - i tried to replicate it using the same commands used in the script but on a very basic script and it all works fine, so i can't spot the issue - weird that it works for non-static and doesn't appear to cause any errors
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Belidos
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Posted: 28th May 2019 13:04
This was something i reported back in 1.3, it seems sometimes scripts treats dynamic entities that were assigned as static in the .fpe but converted to dynamic via the properties panel as if they were still static, it's like the .fpe overrides the properties settings in function but not visually.

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Posted: 28th May 2019 18:43 Edited at: 28th May 2019 20:09
ok cool , that means now i am looking for a dynamic battery,

edited. ok so if someone can make a battery that is normally a dynamic entity, then it will work fine in my map.?
correct? or not.
Windows 7 Professional 64-bit
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smallg
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Posted: 28th May 2019 21:40
probably just set it to 'defaultstatic= no' in the fpe, should be fine, seems like it might just be swapping it in the editor that is the issue.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
PCS
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Posted: 28th May 2019 21:53
i have already made a test and it does not work , i have gone so far in basically swap the battery fpe with the Syringe fpe and still it does not work, only with normal pickup entities.

for now i am side stepping the menu . will make another plan.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
smallg
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Posted: 29th May 2019 18:26
@pcs i may have found the issue, please redownload and let me know if the new version works for you
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
PCS
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Posted: 29th May 2019 20:22 Edited at: 29th May 2019 21:02
Smallg, Thank you for taking the time to help me.

Cool Its working.
Sorry for showing my video , just want everyone to see its working.
video quality bad sorry.




Pcs
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Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
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perelect
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Posted: 1st Jun 2019 02:15 Edited at: 1st Jun 2019 02:19
Hey SmallG
i found this on youtube, someone claiming your work as their own.
https://www.youtube.com/watch?v=vgpDH1Qwhn4
I added a comment as well.
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smallg
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Posted: 1st Jun 2019 10:09
yes that was released on the third party media thread here too at the time
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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Posted: 23rd Jun 2019 16:04 Edited at: 9th Jul 2019 00:17
Hi smallg , would it be possible for you to modify the ai_soldier script so that we have a ai_casual.lua script , one that the npc will just idle and move a little bit or fidget and then if you provoke it , then the Npc must attack you but only with kicks and punches , or melee action.
Or is there a script out there that you only will be attract if you provoke the Npc , but again just with kicks and punches.

Thanks for any help.

Pcs


edit ::: koowee anyone home. lol
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JC LEON
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Posted: 9th Sep 2019 01:21
ehi smallg----do you think time is ready to modify invnetory to can be used between levels?
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smallg
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Posted: 9th Sep 2019 09:15
Nope, nothing has changed in regards to spawning items from code so still no point, you'd end up having to create an extra bunch of assets on each map for no reason... Assuming the inventory is graphical and usable, if it's purely text then it's fine already, just look into saving variables in a file, plenty of threads on it already
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
JC LEON
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Posted: 9th Sep 2019 21:07 Edited at: 5th Oct 2019 23:25
Quote: "Nope, nothing has changed in regards to spawning items from code so still no point, you'd end up having to create an extra bunch of assets on each map for no reason... Assuming the inventory is graphical and usable, if it's purely text then it's fine already, just look into saving variables in a file, plenty of threads on it already "

hi and thanks for your reply..sincerely i didnt see any good complete working inventory system apart yours

why dont you make a text only version since that could be used between levels?
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JC LEON
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Posted: 6th Oct 2019 20:47
Quote: "new weapon pick up script that uses the new raycast command to detect obstacles - no more picking up weapons through walls or on different floors.
*please note this only works with versions with the IntersectAll() command in the global (public preview)*



edit, added ammo and healthkit scripts
edit2 added a note script and key script"


Hi again smallg I started to use your great raycast pickups scripts and the works great and are a lot better than orginals.. btw i noticed that raycast is not complete perfect since object pickup is highlighted even if the cursor is not on the mesh .. is there a way to improve the precision of the raycast ?
PC Specs:
AMD QUADCORE 880K @4.5GHZ, 32GB RAM DDR3 1600, M/B ASUS A88XM-PLUS
SVGA NVDIA 1660GTX 6GB , SSD KINGSTON A400 1TB, 2X HHD SEAGATE BARRACUDA 4TB
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smallg
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Posted: 6th Oct 2019 20:55
Quote: "btw i noticed that raycast is not complete perfect since object pickup is highlighted even if the cursor is not on the mesh .. is there a way to improve the precision of the raycast ?"

yes, use amen's utillib.lua functions (see attachment)
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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JC LEON
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Posted: 7th Oct 2019 19:30
Quote: "yes, use amen's utillib.lua functions (see attachment) "


great cool we can impreove all pickups scripts right now.. but preciseply what utillib.lua does?
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smallg
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Posted: 7th Oct 2019 19:47
It's a bunch of functions that amen made, mostly for checking raycasting and distances.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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JC LEON
14
Years of Service
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Joined: 22nd Apr 2010
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Posted: 8th Oct 2019 09:36
Quote: "It's a bunch of functions that amen made, mostly for checking raycasting and distances."


thanks for the explaination master.. you and Amen are for sure the mostb talented coder Gg community have ..and all of us are glad for both to be here .. thanks
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AmenMoses
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Posted: 8th Oct 2019 19:36
If you want to do something first port of call should be the utillib to see if it is already in there!
Been there, done that, got all the T-Shirts!
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