Scripts / [STICKY] AmenMoses scripts land fill thread.

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AmenMoses
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Posted: 14th Sep 2018 17:02 Edited at: 27th May 2021 08:59
In response to popular demand (i.e. the bloke that asked is quite popular) I will start filling this thread post with links to all my 'stuff' that has accumulated around here over the last few years so people can find it more easily.

I'll also use this thread to post any useful little scripts that I may have lying around that others may find useful.

First though a disclaimer: Some of these scripts were developed some time ago, since which GameGuru has 'evolved' somewhat. If you find any that do not work as advertised with the latest version of GG please send me a PM and I will endeavour to fix it.

My rewrite of DVader's Body script : https://forum.game-guru.com/thread/219891

Physics library tutorial : https://forum.game-guru.com/thread/219758#msg2601608

Sprite based fonts library : https://forum.game-guru.com/thread/219811
!!! new textlib.lua attached to this post, now with rotation of text !!!

Improved ai_viewanimations.lua : https://forum.game-guru.com/thread/219262

Fun with board games : https://forum.game-guru.com/thread/219163

DIY 'Moonlander' thingy : https://forum.game-guru.com/thread/219125

Zones using waypoints : https://forum.game-guru.com/thread/218470
(Added zonelib.lua to this thread)

Hidden Object game script : https://forum.game-guru.com/thread/218548

Whacky Racers scripts walk-thru : https://forum.game-guru.com/thread/218283

Gun Turrets : https://forum.game-guru.com/thread/218176

Platform/Entity mover stuff : https://forum.game-guru.com/thread/216730#msg2563082

Jump Pad script : https://forum.game-guru.com/thread/220466#msg2611159

Freeze player script: https://forum.game-guru.com/thread/220055#msg2614939

Boat script using physics: https://forum.game-guru.com/thread/220055#msg2615182

Notes using particles system: https://forum.game-guru.com/thread/220804#msg2616252

Particle tester: https://forum.game-guru.com/thread/220055#msg2622747

Light control: https://forum.game-guru.com/thread/220055?page=1#msg2622840

Sound control: https://forum.game-guru.com/thread/220055?page=2#msg2622953

Maze Generator:https://forum.game-guru.com/thread/220055?page=2#msg2640308

Spitfire script:https://forum.game-guru.com/thread/220055?page=2#msg2641656
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Duchenkuke
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Posted: 14th Sep 2018 19:02
finally a thread for all your great work. Awesome idea !
Pirate Myke
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Posted: 14th Sep 2018 21:19
Excellent. Thanks.
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Posted: 15th Sep 2018 06:49
A big thank you AmenMoses, will facilitate the research, very precious .

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AmenMoses
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Posted: 5th Oct 2018 00:23 Edited at: 5th Oct 2018 00:35
No but the gameplayercontrol.lua may have done. I'll check on my end to see if I have the same problem.

Try this.
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AmenMoses
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Posted: 5th Oct 2018 18:21 Edited at: 5th Oct 2018 18:23
Yes, not sure what causes the over reaction on collision, will have to hunt though the GG code to figure that one out! But it isn't actually shooting off the map as you imagine, Lee put a 'fix' into the engine at some point which automatically destroys any objects with health of 0, the pickuppables script contains collision detection for thrown objects which forces their health to zero on collision (so that for example exploding entities will explode when thrown at something). So your thrown object is being destroyed by Lee's 'fix'.

To fix this you can comment out the line
SetEntityHealth( P.ObjectToEntity( thrownObj ), 0)
in the script but obviously thrown objects will no longer explode!

The line is in the function CheckThrowCollision() btw.

The jumping thing should also be fixed by that as it is due to the entity not being around anymore to reenable jumping!
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AmenMoses
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Posted: 5th Oct 2018 20:42
Interesting, when I tried it it got destroyed. Hmm, can't explain that one, what weight have you got set on it when it does that?
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AmenMoses
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Posted: 6th Oct 2018 11:56
Are you using the latest Beta? I can't replicate it my end but then realised I'm running my own local build so maybe it was something in the Beta that caused it?
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AmenMoses
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Posted: 6th Oct 2018 16:32
Curious, I can't replicate it, I wonder if it has something to do with the entity you are throwing it at, what is that in the video?
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AmenMoses
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Posted: 6th Oct 2018 19:02
Hmm, okay. I'm in the middle of a rewrite of the pickuppables anyhow, plus I'm tinkering in the engine with mass/force calculations in various places, hopefully in the next week or so I'll be pushing the results of my efforts and all will be a lot better.
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AmenMoses
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Posted: 3rd Nov 2018 10:55
Attached is a new script for Bod's buttons.
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Flatlander
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Posted: 5th Nov 2018 21:29
Thanks for this thread.
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igormm77
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Posted: 6th Nov 2018 00:29
Thank you very much, everything works.
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igormm77
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Posted: 8th Nov 2018 07:05
Sorry for disturbing
Where can I get a simple driving script?
Your script that you put on this forum is very good, but for me it is complicated - I recently worked with GameGuru. Can I have a top view and control?
thank

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AmenMoses
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Posted: 8th Nov 2018 19:44
It does have 'top view' or at least a 3rd person style view.
Press the Q key to switch from first person to third person.
Change the values tpZoff and tpYoff to change the camera position.
In the AttachPlayer function change the '25' value (in two places) to alter the 'look-down' angle.
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igormm77
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Posted: 9th Nov 2018 00:12
Yes, I know, but it does not work for me.
I took the finished model and redid it (I cannot model it myself yet ¯ \ _ (ツ) _ / ¯ )
Maybe I'm doing something wrong?
(I haven’t changed the wheel and steering coordinates yet - I don’t know what they look like with the car)

For some reason, I don’t get any scripts with cars - neither yours, nor taxis, nor the movement of wei-points, I can’t make the car move. They either do not work, or turn blue and jump.

thank

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igormm77
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Posted: 9th Nov 2018 00:28
No, no, I apologize for the trouble ... I attached the wrong folder ((
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igormm77
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Posted: 9th Nov 2018 06:15
Sorry, here is the correct model.

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AmenMoses
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Posted: 9th Nov 2018 11:00
You need to pop your model into a 3d app and scale and position it correctly.

Currently in the fpe file you have a scaling factor of over 2000, as the scripts need to use the scaling factor to figure out where to put the wheels etc that is why it will not work.

The origin for the vehicle body needs to be in the centre of the rear axle with the front of the model in +ve Z.


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igormm77
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Posted: 10th Nov 2018 00:09
Understood, thanks, I will try
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AmenMoses
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Posted: 2nd Dec 2018 22:20
Follow link for new pickuppables stuff:

https://forum.game-guru.com/thread/220290#msg2609040
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granada
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Posted: 2nd Dec 2018 22:51
Thanks Amen,testing tomorrow

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Blacknyt46
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Posted: 19th Dec 2018 01:19
AmenMoses, the Moonlander thingy is missing one of its scripts: dynamic_entry.lua. Unfortunately I don't have it anymore. My hdd took a leap of faith. It's the script for the nozzle exhaust. Thank you
Jim C
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Posted: 19th Dec 2018 19:52 Edited at: 19th Dec 2018 19:54
https://forum.game-guru.com/thread/219125#msg2592694

Isn't that is?


Ahh, I mistyped the instructions a bit, should have been dynamic_entity.lua!
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Blacknyt46
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Posted: 20th Dec 2018 13:53
No problem-o, I made a level using your scripts. Thank you by the way,they are Awesome! I put the Sci Fi dome over the map. So the ship won't go out of bounds. But, with no collision on the ship, it will just fly through it. Is there some sort of way to put a no fly zone=stay in with in the dome? I tried the invisible wall script on the dome just for sheet and giggles with no luck. It will just fly through.(no collision on the ship) Hmm maybe there is some way to kill it when it touches the dome? It would be nice if it bounced off. Thanks
Jim C
AmenMoses
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Posted: 20th Dec 2018 19:13
You would have to put some checks in the code to either detect objects (i.e. with raycasting) or a simple check on x&z values to stop it going out of bounds.

The truck scripts have collision detection in them, take a look at how it's done there.
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Blacknyt46
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Posted: 21st Dec 2018 03:43
I'll do that. Thank you for your advise.
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Posted: 28th Dec 2018 05:44
I can't get the sound to work for the truck. What happened? I thought maybe I'm doing something wrong. Can somebody try it and see if it's working. Or is it on my end? Thanks
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Posted: 23rd Jan 2019 21:06
Never mind, I fixed it myself. It was a windows 10 update that screwed everything up.
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AmenMoses
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Posted: 16th Feb 2019 10:40


Showing off new addition to textlib.lua.
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Flatlander
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Posted: 7th Mar 2019 03:00 Edited at: 7th Mar 2019 03:03
I wasn't exactly sure where to post this. I just wanted you to know that in your pickupable script at line 581 you have "PU.getNames( e )". I should be "PU.getName( e ) instead. I had downloaded the script from your "New pickuppables script and library" thread. Perhaps you have already fixed it and put it in another thread. BTW, excellent code.
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AmenMoses
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Posted: 7th Mar 2019 19:25
Cheers for that.
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AmenMoses
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Posted: 26th Apr 2019 19:30
Simple little script (at least it is now) that will freeze the player for a period of time.

Attach to an entity and name it as follows:
<description>,<delay>,<distance> e.g. "Door to hell,3000,200"

When the player comes within the specified distance of the entity and is looking in its direction the Sound 0 for the entity will be played, a prompt is shown with the description and the player position will be frozen for the specified period (in milliseconds).

Each entity will only trigger once.

I've left in a debug prompt (line 50) for testing purposes, just comment that line out when you are satisfied it is working.


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AmenMoses
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Posted: 3rd May 2019 14:56
Been there, done that, got all the T-Shirts!

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Bolt Action Gaming
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Posted: 3rd May 2019 18:01
Nice work man!
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Posted: 4th May 2019 00:04
Nice Amenmoses.
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Posted: 5th May 2019 00:24
very cool

cheers
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Posted: 6th May 2019 18:19
Great! Thank you!
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synchromesh
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Posted: 7th May 2019 15:23
fantastic !!
You make this all look so simple
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Flatlander
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What can I say, but a profound thank you.
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AmenMoses
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Posted: 29th Oct 2019 23:24 Edited at: 19th Aug 2020 21:44
Particles tester, basically allows you to fiddle with values and when happy save out a Lua snippet that can then be incorporated into your scripts.

Select value to change using I & K keys, adjust values using - & + keys (press Shift key to increment x10)

Attach script to an always active entity, edit script to add your own particle image files and shaders.

Changes in this version:
Added gravity, wind, limb index
Auto-saves values (just in case you select a noin-existant limb index and GG crashes) and reloads on restart.
Multiple output files can be generated
Hold Q for 100x increments

Came to my attention that not everyone has the 'additive' shader so added it to the post.
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synchromesh
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Posted: 30th Oct 2019 22:21
Excellent Thanks Amen
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Posted: 31st Oct 2019 12:41
nice idea
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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AmenMoses
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Posted: 1st Nov 2019 15:14 Edited at: 3rd Nov 2019 01:41
Light control script.
Add to lights and control entities, name the lights 'Light_num1_num2' where num1 is the sensitivity value and is the fade speed (if needed).
Name the control entities 'Fade_num', 'FlickerStart_num' or 'FlickerAlways_num' where num is the trigger range for the entity. Any other name is simple on/off of light.

When the player is within the specified range of a control entity it will act upon all lights where the light range value multiplied by the sensitivity value overlaps the control entity.

*** Edited to add: Change flicker modes to FlickerStart and FlickerAlways. ***

Attach the script to lights and control entities, the lights need to be called 'Light_n1_n2' where n1 is sensitivity and n2 is fade speed (if needed). The control entities can be named either 'Fade_n' where n is the trigger distance or FlickerStart_n or FlickerAlways_n or anything else.
if the control entity is called Fade_n then when the player comes withing n distance any lights within range (I'll explain that in a bit) will fade up. Move away and they will fade down. Speed of fade governed by the n2 value attached to the light.
if the control entity is called FlickerStart_n then similar except the lights will flicker for a bit before coming on full (like fluorescent lights).
if the control entity is called FlickerAlways then the lights will continuously flicker until you move away.
The range of the light itself multiplied by the sensitivity value determines in an entity triggers it or not, so if the range of the light is 500 and sensitivity is 2 then if the light is within 1000 units of the control entity it will be triggered by it.
If the control entity is called anything else then the light will just come on straight away.
You can have as many lights and as many control entities and the script sorts it all out.

*** Edited to add extra functionality ***
Lights and control entities can now take an identifier parameter. This links specific controls to specific lights (they still have to be in range though).
e.g. 'Light_2_5_fred' and 'Fade_200_fred' will be linked so only lights with 'fred' on the name will be controlled by control entities with 'fred' on the name.
Also added the following functionality to control entities:
'Motion' : if the name of the control entity starts with this then it activates only when the player is in motion.
'OnOnly' : if the name starts with this then the lights are only turned on by this entity
'OffOnly' : if the name starts with this the lights are only turned off by this entity.

For example: 'OnOnlyFade_200_betty' if the control entity is called this then when the player is within 200 units of the entity all lights within range that have 'betty' on the end of their names will be turned on with fade.

Be careful to exactly follow the naming conventions, Lua is case sensitive!

*** new version added 'zone' as trigger distance, e.g. if script is added to a zone marker set the trigger distance to 'zone' and the trigger will occur when the player is in the zone.
For example 'FadeStart_zone'

*** new version added 'Switch' option to the control entity so you can attach the script to switches, e.g. 'SwitchFlickerStart_80' when the player is within 80 units and looking at the entity you will get a prompt to press the E key to operate the switch. Add a 'click' sound to sound slot 0 and it will play when you press E.
Also added a variable called motionDelay to the script, if you select the 'Motion' type then this will determine how long after you stop moving the lights will trigger.
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GubbyBlips
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Posted: 1st Nov 2019 16:49
Excellent! All excellent and useful.
Now, when you can do this for the sun, (and especially make the FE sun
move toward the horizon), -- YO! YO!

Maybe ask them people in the control room- what up?
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bluemeenie195
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Posted: 1st Nov 2019 16:52
The script works great, but is there a way to keep the flicker going, so I can use it for a fireplace ?
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JC LEON
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Posted: 1st Nov 2019 16:53
THANKS Amen
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GubbyBlips
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Posted: 1st Nov 2019 16:56
@ bluemeenie195

Random values...? Random timing? Sure.
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bluemeenie195
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Posted: 1st Nov 2019 18:15
I'm pretty sure there is random values, random timing, but it shuts off when it hits the desired distance.

I'm trying to keep the flicker going the whole time in the area.
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AmenMoses
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Posted: 1st Nov 2019 18:38
Start a new thread about it.
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