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script 1 OPEN{ if(GetCvar("ctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("oneflagctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("ctf")==0){ if(GetCvar("oneflagctf")==0){ terminate; } } Delay(35*2); restart;}
I just tested the script, and nothing happened until I figured out I had to click Compile Scripts. This is exactly what I was looking for, so thanks very much!
#include "zcommon.acs"script 1 OPEN{ Delay(1); if(GetCvar("ctf")==1 || GetCvar("oneflagctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1){ if(RedScore() == GetCVar("pointlimit") - 1){ restart; } SetMusic("MM1BOSS"); } else if(BlueScore() == GetCVar("pointlimit")){ setMusic("MM7VIC"); terminate; } if(RedScore() == GetCVar("pointlimit") - 1){ if(BlueScore() == GetCVar("pointlimit") - 1){ restart; } SetMusic("MM2BOSS"); } else if(RedScore() == GetCVar("pointlimit")){ setMusic("MM2VIC"); terminate; } } if(GetCvar("ctf")==0){ if(GetCvar("oneflagctf")==0){ terminate; } } restart; }
#include "zcommon.acs"script 1 OPEN{if(BlueScore()==GetCVar("pointlimit")-1){SetMusic("MM1BOSS");ACS_Execute(2,0,0);ACS_Execute(3,0,0);Terminate;} //Blue is on one point left.if(RedScore()==GetCVar("pointlimit")-1){SetMusic("MM2BOSS");ACS_Execute(2,0,0);ACS_Execute(3,0,0); Terminate;} //Red is on one point left.Delay(70);// Delay lag reducerrestart;}script 2 (void){if(BlueScore()==GetCVar("pointlimit")-1&&RedScore()==GetCVar("pointlimit")-1){SetMusic("MM6BOSS2");Terminate;} // Teams are tied.Delay(70); //Delay lag reducerrestart;}script 3 (void){if(BlueScore()==GetCVar("pointlimit")){setMusic("MM7VIC");terminate;}//Blue wonif(RedScore()==GetCVar("pointlimit")){setMusic("MM2VIC");terminate;}//Red wonDelay(2);// Short delay because the point limit is nearRestart;}
Not really.Just make sure you don't use Par on the level's information.Then make another script with a different number.For instance:Code: [Select]script 1 OPEN{ if(GetCvar("ctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("oneflagctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("ctf")==0){ if(GetCvar("oneflagctf")==0){ terminate; } } Delay(35*2); restart;}Just put this on every CTF map you make and change the Music if you want.
script 1 OPEN{ if(GetCvar("ctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1 || BlueScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("oneflagctf")==1){ if(BlueScore() == GetCVar("pointlimit") - 1 || BlueScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("ctf")==0){ if(GetCvar("oneflagctf")==0){ terminate; } } Delay(35*2); restart;}script 2 OPEN{ if(GetCvar("ctf")==1){ if(RedScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("oneflagctf")==1){ if(RedScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){ SetMusic("MM1BOSS"); } } if(GetCvar("ctf")==0){ if(GetCvar("oneflagctf")==0){ terminate; } } Delay(35*2); restart;}
Does anybody have any idea how to change Myrocs KOTH into a an awsome domination map(3 hills instead of 1).I know this would be pretty hard.
#DEFINE controlpoints 1...str pointname[controlpoints] = {"Control Point 1"};str pointname2[controlpoints] = {"Point 1"}; //I don't have the old code at hand so I don't remember exactly what I named these.
#DEFINE controlpoints 3...str pointname[controlpoints] = {"Control Point 1", "Control Point 2", "Control Point 3"}; //These names are mentioned when the points change owners, eg "Dr. Wily Team took control of Control Point 1"str pointname2[controlpoints] = {"Point 1", "Point 2", "Point 3"}; //These names are located on the HUD, and state which team controls which point at the present moment.