Scripts / [STICKY] Smallg's free scripts

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smallg
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Posted: 10th Oct 2019 12:22 Edited at: 10th Oct 2019 12:46
by request, a newer version of the racing scripts
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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Duchenkuke
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Posted: 26th Oct 2019 08:22
hey smallg

I really like your medikit script that lets you collect it and use it later when needed.
However, could you please add some code that makes it carry over to the next level?
That would be really helpful !!
Duchenkuke
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Posted: 26th Oct 2019 16:18
ah yes and I have one more question about your sniper enemy script.

Those snipers seem to be able to shoot through walls and stuff. How can I prevent that?
JC LEON
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Posted: 28th Oct 2019 08:44
Quote: "I really like your medikit script that lets you collect it and use it later when needed.
However, could you please add some code that makes it carry over to the next level?
That would be really helpful !!"

which is that script?? could you link it please?
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smallg
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Posted: 28th Oct 2019 09:32
Quote: "which is that script?? could you link it please?"

all links are on the first post
med kits are here https://forum.game-guru.com/thread/207801?page=9#msg2526672
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 28th Oct 2019 09:36 Edited at: 28th Oct 2019 09:38
Quote: "ah yes and I have one more question about your sniper enemy script.

Those snipers seem to be able to shoot through walls and stuff. How can I prevent that?
"

they shouldn't, which version are you using? i think this is the last version
https://forum.game-guru.com/thread/218058#msg2579064
note that they do ignore their own cover so you may want to lower the +80 in this line if that is the issue
y1 = GetEntityPositionY(e)+80 --above origin so we can see over cover
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: 28th Oct 2019 10:03
Quote: "all links are on the first post
med kits are here https://forum.game-guru.com/thread/207801?page=9#msg2526672"


ok thanks smallg... but player can collet how many medkits he want and use it when he want or only one at time??

ehi smallg i have a request for you... do you think you could give us a little even textual( maybe only with icons) inventory system that make values to be carried between levels.. i know about your great invenotry system but as you told me it cannot be used between levels so it can be used right now.. i know it a big request but i'm only asking.. btw many thanks for your great support
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smallg
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Posted: 28th Oct 2019 13:17
Quote: "hi smallg i have a request for you... do you think you could give us a little even textual( maybe only with icons) inventory system that make values to be carried between levels.. i know about your great invenotry system but as you told me it cannot be used between levels so it can be used right now.. i know it a big request but i'm only asking.. btw many thanks for your great support"

yes because my inventory is aimed at useful items that require the item itself to function (ammo, medkits etc), due to the way GG works for an inventory to carry across levels you would need the items placed on the map for every map or only carry over items that don't require item specific actions (such as only increasing or decreasing variables in a script - i.e. g_food = g_food + 1)

it's hard to explain simply but basically to heal the player using a med kit GG requires a med kit type item on the map so it can access the fpe file for some information on how to heal the player... if you pick up the med kit on level 1 and move to level 2 GG will delete that med kit so now we need to ensure there is a new med kit placed in level 2 which we can access to use in level 2... repeat for every item possible in the inventory that might be needed in level 2... repeat for all levels... do you see the problem? it can be done but it's messy and will cause GG to become very bloated with unnecessary items, better to hope Lee will add real spawning of items at some point

so that leaves you with items that are script specific - say you could farm trees for wood - this is not fpe based but script based - i.e. g_wood = g_wood + 10 in the script, while this will carry over fine i have no idea what items or variables you want or how to treat or gather those items - i could make a bunch of generic collect scripts but it's not really worth it for me to try guess your items in your inventory for custom items as this will require you to do a lot of work after to make it work for you anyway... you might as well just make your own as it would be far easier for you to get it to do as you wanted then

a better solution would be to make an example/tutorial for you to make your own, the basics of an inventory system are very straight forward, just create and show some text and/or some pictures based on the variables stored... the harder part comes when trying to work out how to interact with the items as items can have very different uses to each other.
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: 28th Oct 2019 15:01
Quote: "a better solution would be to make an example/tutorial for you to make your own, the basics of an inventory system are very straight forward, just create and show some text and/or some pictures based on the variables stored... the harder part comes when trying to work out how to interact with the items as items can have very different uses to each other."


many thanks for your great and exahustive reply... a n example/tutorial like you wrote would be great since that could give to me and maybe others people some hints and workflow to follow..

btw you can eventually use standard items like health, keys, and so on .. it's obvious taht after it can be to me or to other people want to use it to adapt to our needs with the ad hoc modifications to suits our game
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Duchenkuke
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Posted: 28th Oct 2019 17:59
ah thanks smallg.

The problem with the medikits is that the player loses them when entering the next level..
Is there a way to change this?

JC LEON
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Posted: 28th Oct 2019 19:25
Quote: "The problem with the medikits is that the player loses them when entering the next level..
Is there a way to change this?"


ok but the player can collect hoe many medikits he wished and use wehen he need it one at once or can collect only one at once?
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Duchenkuke
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Posted: 29th Oct 2019 07:14
Quote: "ok but the player can collect hoe many medikits he wished and use wehen he need it one at once or can collect only one at once?"


Yes.

Quote: "The problem with the medikits is that the player loses them when entering the next level..
Is there a way to change this?"


this is a big problem for my project is there a solution to this?
smallg
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Posted: 29th Oct 2019 15:21 Edited at: 29th Oct 2019 15:23
Yes, use a fixed amount to heal SetPlayerHealth(e,g_PlayerHealth+100)
Instead of triggering a med kit by the fpe (Collected(e))
Or make sure there is always a known med kit on any map and use that 'e' instead... You can use a script for this, something like
Replace in the main(e)
Collected(medkitE)
Then assign a script to a specific med kit on your levels that has a script that stores it's e as medkitE
I.e. medkitE = e

And no, there is no limit to the med kits collected, it can store multiple and use them one by one.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 29th Oct 2019 16:55
actually there is a limit set at the top of the script - by default it is 5.

made a new version which should allow med kits to carry over between levels, with this the first med kit you place will be treated as the "main" active med kit which will be the one that needs it's sounds and health set to the desired settings, then it will automatically hide itself and heal the player after he picks up any further med kits - the other med kits only require the script, sounds and health will not have any effect though as these are deleted as they are picked up.
i had to remove the "decay" effect as this would've caused issues so now the player can only heal to full (or under).

note; untested as i don't have my PC back yet but should work
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: 29th Oct 2019 21:22
thanks smallg i tried the new script and it works correclty in a single level but i created a standalone with two levels and medkit is not be carried between levels.. or i'm missing something?
PC 2 Specs:
AMD RYZEN 2600 SIX CORE @3,70, 64GB RAM DDR4 2400, M/B GIGABYTE AX370
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smallg
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Posted: 29th Oct 2019 21:55
sorry, forgot it would overwrite the variable - should work now?
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: 29th Oct 2019 22:23
did you post and updated script?? since i dont see any attachment...

btw i have anothe rquestion not related to medkit but to carry items over levels..
as you can say i managed to modify your flashlgiht script and adpat it to fit my needs but i noticed that flashlight working system and batteires count is not carried through levels.. i tried with 2 levels and is first level flashlgiht system works fine but when i loaded second level flashlight weapon is carried on but flashlight system is broken since battery count is not active and player can use flshlight even if flshlight weapon is not selected..any hint?
PC 2 Specs:
AMD RYZEN 2600 SIX CORE @3,70, 64GB RAM DDR4 2400, M/B GIGABYTE AX370
SVGA NVDIA 1660GTX 6GB , SSD M.2 TRANSCEND S110 1TB, 1X HDD SEAGATE BARRACUDA 4TB, 1X HDD TOSHIBA 2TB


PC 2 Specs:
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Duchenkuke
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Posted: 30th Oct 2019 11:51 Edited at: 30th Oct 2019 11:53
Quote: "sorry, forgot it would overwrite the variable - should work now?"


Thank you, but.. there is no updated file, right?

smallg
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Posted: 30th Oct 2019 15:35
I updated the previous post, don't want to confuse the versions
It will only work if GG actually carries over g_ variables now or not, I don't remember if that's a thing or not (I know it does for save and load)
Sorry I can't test, my laptop is not built for running stuff like GG

The flashlight scripts would need the same update, if the med kit works then I will fix that too... Otherwise they need a harder fix.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
AmenMoses
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Posted: 30th Oct 2019 20:24 Edited at: 30th Oct 2019 20:25
This is the solution I put together for Duch which seems to work ok.

(it's not a fully working script just the bits to do the saving and loading of the global variables)
Been there, done that, got all the T-Shirts!

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smallg
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Posted: 31st Oct 2019 12:48
yh the problem with doing it manually is what happens when someone loads up an old save or when you have multiple save slots etc... you need a file for every save slot - which is fine if you use the normal save and load but even with that if you then manually save to your own file on level changing, and then the player goes back to an earlier save (previous level etc) or maybe someone else plays and starts a new game it will overwrite the file when they change level... and now you lost the other file with the later info.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
AmenMoses
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Posted: 31st Oct 2019 19:48
Well the game save/load should restore the global variables for you, it's only going to the next level that is an issue, the code I posted detects when you change level (or at least it should do!).
Been there, done that, got all the T-Shirts!
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JC LEON
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Posted: 1st Nov 2019 17:02
Hi smallg i dontg know is the medkit2.lua script worked for Duch.. but i cannot managed t oget it works and saces betweeen levels
i made this way:

in level one
1- added a medkit item set it as static = no and always active to yes
and set to it the script medkit2.lua you provided ,filled the strenght(value to health) and the sound 0 and sound 1 fields

2- added another ( or several) medkit items and added to them only the medkit.lua script

in level 2

1- added a medkit item set it as static = no and always active to yes
and set to it the script medkit2.lua you provided ,filled the strenght(value to health) and the sound 0 and sound 1 fields

2- added another ( or several) medkit items and added to them only the medkit.lua script

in the first level script works fine and picked up medkits are correctly added to the counter and when used works fine and resotre the set amount of health.
- bug i noticed is that if player has full health and try to use the medkit(default "o" key) then resualt and an error
-bug 2 when player carries medkit for mlevel 1 to level 2 the medkit amount is not carried and the medkit amount is resetted to zero

am i missing something?
PC 2 Specs:
AMD RYZEN 2600 SIX CORE @3,70, 64GB RAM DDR4 2400, M/B GIGABYTE AX370
SVGA NVDIA 1660GTX 6GB , SSD M.2 TRANSCEND S110 1TB, 1X HDD SEAGATE BARRACUDA 4TB, 1X HDD TOSHIBA 2TB


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AMD QUADCORE 880K @4.5GHZ, 32GB RAM DDR3 1600, M/B ASUS A88XM-PLUS
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NEXTGEN.DEV Flo
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Posted: 10th Nov 2019 07:44
Hey guys,
i have a question and hope you can help me.
I use the "door with kill req" script and it works great.
Thank you smallg many times for the script at this place
I would like to apply it to a npc but already has the "wave spawning GG" script.
My question is, how can I combine both?
After the wave and when all opponents are dead, the door should open.

I thank you in advance and wish you a nice day.
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Duchenkuke
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Posted: 19th Nov 2019 12:14 Edited at: 19th Nov 2019 12:15
smallg, one of your scripts is broken:

I always get this error:


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smallg
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Posted: 19th Nov 2019 19:24
Probably not named your character correctly, needs to match what you have set up in the script so it knows which conversation to trigger
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
hallowin
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Posted: 3rd Dec 2019 06:34
goodnews
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Duchenkuke
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Posted: 21st Dec 2019 20:00
oh my bad then, I will try it again
JC LEON
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Posted: 1st Jan 2020 18:26 Edited at: 1st Jan 2020 20:24
Hi smallg and happy new yeari would to ask to you question about a thing i dont have really clear


you stated your inventory system cannot work between levels but i cannot figured why---- could you give me some explainations about this please and hopefully a or some workarouds to make it to work about them? and
eventually is there any possibilty to have some sort of inventroy basic template (fully functional betweeen levels) to use it as starting point so that users and me too (LOL) could personalize it and expand it to suits specific needs?

i think many of us should pay for an asset like that...do you think you can make a try for that.. even for me and i'll pay for your time if necessary..

many thanks in advance for your time
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SVGA NVDIA 1660GTX 6GB , SSD M.2 TRANSCEND S110 1TB, 1X HDD SEAGATE BARRACUDA 4TB, 1X HDD TOSHIBA 2TB


PC 2 Specs:
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smallg
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Posted: 1st Jan 2020 22:24 Edited at: 1st Jan 2020 22:24
happy new year too
it "can" work, it's just not worth it (for me personally to force it to work)
the basic answer is that i've just never felt the level of work needed to make this work in GG is worth it when it really shouldn't be that hard with a few extra engine changes
a. spawning items from lua - never seen another engine that can't load objects in real time
b. saving and loading g_ variables on changing level - we know the code is already there because it is used in the save/load game files so why isn't it used for changing levels?

Quote: "i think many of us should pay for an asset like that...do you think you can make a try for that.. even for me and i'll pay for your time if necessary.."

i don't like to take money for my work or support personal projects as i never intend it to be "game ready" or commercial quality, everything here is WYIWYG, it's just less hassle for me to only do stuff that interests me or that i know i can drop/call "good enough" at any time

that being said, if you have a project that you think really needs a working inventory in GG do feel free to show me and maybe i can be motivated to try release an updated inventory system
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: 2nd Jan 2020 00:32 Edited at: 2nd Jan 2020 00:39
Hi smallg and thanks for your exhaustive reply...
I have a project that needs a working inventory but is not in the state to be showed or better even if i'll show it to you ,certainly in its current state it cant contribuite to motive you to work on a complete working inventory LOL..

but it's i s required as barebone for my entire gameplay experience..
pratically in trying to recreate in gg my unity horror project template that you can see in the video below
and as you could see inventory system is a foundamental part of the gameplay..
if you can do something ti would be very appreciated..otherwise thanks the same for your time, and for all you did, do and will do for this community...
[video=youtube]UUwhv8ojCeaintUqMOyLUr2w&index=24[/video]

https://www.youtube.com/watch?v=PNwGWg2VgdE&list=UUwhv8ojCeaintUqMOyLUr2w&index=24
this was all made by me in c# starting from a free fps template..
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SVGA RADEON R9 380 4GB , SSD KINGSTON A400 1TB, 2X HHD SEAGATE BARRACUDA 4TB
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benjiboy
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Posted: 21st Jan 2020 11:57 Edited at: 21st Jan 2020 18:35
Thanks very much, smallg for your door_with_collision script. I stumbled onto it when I had been watching Lee's Broadcast #16 - scripting a door to open and had been unable to get his solution to work for a particular door.
Gleefully I downloaded your script and tried that. To no avail.
I am trying to put opening doors into the shanty down buildings from the buildings pack - using the shanty town doors, but as in the words of the Stones' song 19th Nervous Breakdown Nuthin' I do don't seem to work - it only seems to make matters worse
Can you offer me any advice? I would be tearing my hair out if it hadn't all fallen out of it's own accord decades ago. . .


I got there in the end.

No I didn't. They don't work.
Here's my amended fpe. Any ideas, anyone?

None of the 'doors' in that set are 'doors' as I understand them. They are simply static objects of a size to fit the holes in the walls of the shanty buildings
You can't teach an old dog.
Xaby
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Posted: 18th Feb 2020 18:17
Would it be possible, to create a path for an Entity, and put the camera on that Entity, so that we could have a rollocoaster camera maybe?
Like a car, that would drive on a track, but we would look throu the glas. And if the path is in a circle, we could have something like a track and something like an endless video-loop ... would that be possible, or was that maybe tried before? To have a car and a cam on that car and let the car follow a path?
smallg
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Posted: 18th Feb 2020 20:39
sorry benjiboy, didn't see your post;
are the scripts running - do the doors prompt on screen when you get near them? you didn't really specify what isn't working... if they are showing text but just not moving try setting isimmobile = 0 / no
Quote: "Would it be possible, to create a path for an Entity, and put the camera on that Entity, so that we could have a rollocoaster camera maybe?"

yes, use
SetFreezePosition(x,y,z)
TransportToFreezePositionOnly()
where x,y,z is the desired position of the camera as it moves along the track...
i.e. if you have an object following a patrol path use it's co-ords (with any offset as needed)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
absurd
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Posted: 4th Mar 2020 05:46
Still having trouble using the inventory on my standalone game
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ffrtzgy!
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Posted: 7th Mar 2020 10:40
What would be the feasibility of defining npc character types and driving behaviour based upon that?
I'm thinking for instance of friendly, cowardly, courageous, aggressive - modified upon whether the player, (or another npc) is carrying a weapon - and beyond that by having factions. . .
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GubbyBlips
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Posted: 29th Mar 2020 17:34
Anything (well game-logic-wise) anyhow is possible in Lua.
What I would do is sit down with a pen and paper, and a quiet space
(easier when locked down!) and then write down your ideas in those
different categories that you mentioned and the behavior that you
would like those attributes to cause. That would be the first step.

Something like this;
if friendly npc sees aggressive npc then run away.
...stuff like that.
GGMAX should have a great platform for your idea to come to life
more readily with it's new CC!
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Mad_Viking
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Posted: 7th Apr 2020 08:56
Hello,
Has anyone tried to use the Portal Gun script after the Bug update? It no longer works for me. Great script, I hope it can be fixed, so far I have had no luck.
smallg
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Posted: 1st May 2020 14:30 Edited at: 1st May 2020 14:30
new script to allow control of the blood effects when damaging enemies
assign to an alwaysactive = yes object
make sure you have the required image file in "effectbank\\particles\\blood\\" and name it to match the path
Quote: "ParticlesLoadImage( "effectbank\\particles\\blood\\blood3x3.dds")"

you can use any .dds image you like but the name and path must be valid so if you change it you need to change the above code!

p.s. if you characters aren't working (i.e. the fantasy characters) you will need to add
ai_bot_state[e] = 0
into their init(e) function
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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GraPhiX
Forum Support
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Posted: 1st May 2020 17:37
Nice job thank you very much your work is always appreciated
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bluemeenie195
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Posted: 1st May 2020 18:07
Awesome !! Thank you
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lotgd
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Posted: 1st May 2020 20:50
As always great useful scripts! thanks!

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bluemeenie195
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Posted: 1st May 2020 22:01
Can't stop playing with the blood particle script ! LOL

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smallg
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Posted: 1st May 2020 23:20
lol, that's cool
your enemies sure do have a LOT of blood inside (or outside now i guess) - next you could chop up the enemies so you can remove the limbs when they die - a nice corpse explosion :p
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
bluemeenie195
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Posted: 2nd May 2020 00:52
That would be great !

Could that be done now ? maybe with the exit function of the script.



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bluemeenie195
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Posted: 2nd May 2020 01:03
That would be a cool idea for some of the model developers from the store.

Using the character creator clothes from the soldiers and just make arms, legs and torso's to explode off a dead soldier.

I would buy that pack. LOL
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smallg
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Posted: 4th May 2020 20:29
a new version of the blood particles script which can allow different types of blood for your enemies - i.e. robots can give off sparks until they die or aliens could bleed green and humans red... all in the same script and you can change the settings for each type individually of course.

to make it work you need to adjust your AI scripts to hold the type of blood they will give off (the index number of the image you are loading in the blood script)
i.e.

or bloodtype[e] = 1 will use the first image loaded, bloodtype[e] = 2 the second image etc

i have supplied the above ai_soldier script and some basic images so you can try the script as is

p.s. if you get grey smoke while playing this is because GG ran out of emitter slots, restart GG to clear them up again
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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tharinda3295
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Joined: 4th May 2020
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Posted: 9th May 2020 12:56
i tried the enemy and the ally scripts, my enemy starts off by running and ends up flying when ally is confronted
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GubbyBlips
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Posted: 9th May 2020 20:27
That's a very good defensive maneuver.
Survival of the fittest evolved.
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bluemeenie195
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Posted: 10th May 2020 12:15
Having fun testing the multiple blood type particles for enemies.

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