Search found 62 matches

by nUllSkillZ
Sat Oct 21, 2006 11:25 am
Forum: ET Modding
Topic: Bunker_SG1945 mapscript
Replies: 20
Views: 21923

No need for an etpro-mapscript.
Can be done with a simple mapscript mod.
by nUllSkillZ
Sun Oct 15, 2006 12:47 pm
Forum: ET Bugs/Cheats
Topic: Interesting adventures in scripting
Replies: 9
Views: 10165

Is there a possibility to set scriptnames for entites without one?
If not it seems to be the only missing feature.
by nUllSkillZ
Fri Oct 13, 2006 4:03 am
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1469379

Quicker Fueldump (~24 KB) Quicker Fueldump for ET-Pro V 3.2.6 Version Beta 1 ----------------------------------------------------------- Note: Quicker Fueldump is only tested with ET-Pro V 3.2.6 and might not work with other mods / versions! Note: Only meant for stopwatch play 6 versus 6! Note: Tan...
by nUllSkillZ
Tue Oct 10, 2006 2:06 am
Forum: ET Bugs/Cheats
Topic: Fueldump commandmap icons
Replies: 1
Views: 3034

Fueldump commandmap icons

Hi, some icons for the usage as commandmap icons for the Fueldump etpromapscript V 3.2.6 (~ 8.3 KB): http://www.nullskillz.de/et/mods/etpro/etpro_326_fd_cm_icons.zip Preview: http://www.nullskillz.de/et/mods/etpro/cm_fd_maingate_rgb.png http://www.nullskillz.de/et/mods/etpro/cm_fd_sidewall_rgb.png
by nUllSkillZ
Mon Oct 09, 2006 11:02 pm
Forum: ET Bugs/Cheats
Topic: [etpromapscript] Fueldump (V 3.2.6)
Replies: 2
Views: 3404

[etpromapscript] Fueldump (V 3.2.6)

Hi, I've tried to run the Fueldump-script that ships with ET-Pro 3.2.6 on a dedicated ET-Pro V 3.2.5. Problem i have that is at the sidewall of fueldump. After planting dynamite and the 30 s wait the dynamite don't explode, the wall is still there and I can't move (turning around is working). etpro ...
by nUllSkillZ
Sun Oct 08, 2006 11:11 pm
Forum: ET Bugs/Cheats
Topic: Interesting adventures in scripting
Replies: 9
Views: 10165

Entities can not only be created in the game_manager/spawn-event but also in an entity_scriptname/spawn-event.

[edit]
Seems not to work with all entites.

Tested so far:
Not working with "info_train_spline_main".
Working with "team_WOLF_checkpoint".
[/edit]
by nUllSkillZ
Sun Oct 08, 2006 10:42 pm
Forum: ET Bugs/Cheats
Topic: [mapscripting] Question about: G_MAX_SCRIPT_STACK_ITEMS
Replies: 2
Views: 3948

Thnx for the info.
by nUllSkillZ
Sun Oct 08, 2006 12:39 am
Forum: ET Bugs/Cheats
Topic: [mapscripting] Question about: G_MAX_SCRIPT_STACK_ITEMS
Replies: 2
Views: 3948

[mapscripting] Question about: G_MAX_SCRIPT_STACK_ITEMS

Hi,

after messing around with a mapscript I've got the following error message after starting etpro 3.2.5:

Code: Select all

ERROR: G_Script_ScriptParse, line 1408: script exceeded G_MAX_SCRIPT_STACK_ITEMS (196)
Just a question:
Is this an etpro related error message?
by nUllSkillZ
Fri Sep 08, 2006 11:42 pm
Forum: ET Pro
Topic: WHEN YOU DIE MAKE IT SO YOU DROP YOUR PISTOL TOO
Replies: 5
Views: 7227

No Quarter has this feature.
by nUllSkillZ
Wed Aug 30, 2006 2:23 am
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1469379

An idea for a "sw_fueldump"-mapscriptpart. Not sure if it has been mentioned before. Seems that the tank didn't make all the way down to the main gate of the fueldepot in pre-alpha: http://www.nullskillz.de/et/fueldump_prealpha_small.jpg So the tank could blow the main gate before just aft...
by nUllSkillZ
Fri Aug 18, 2006 11:36 pm
Forum: ET Modding
Topic: ammoCabinetTime and healthCabinetTime
Replies: 7
Views: 7241

You could try to create etpromapscripts.
by nUllSkillZ
Wed Aug 09, 2006 3:51 am
Forum: ET Modding
Topic: [mapscript] fails
Replies: 4
Views: 3823

No, just wanted to make a thread / post with entities that aren't working with ET-Pro mapscripts.
by nUllSkillZ
Wed Aug 09, 2006 12:50 am
Forum: ET Modding
Topic: [mapscript] fails
Replies: 4
Views: 3823

[mapscript] fails

I've tried to add a teleporter to oasis via ET-Pro mapscripting.
:D
Fortunately seems not to work.
by nUllSkillZ
Wed Aug 09, 2006 12:46 am
Forum: ET Bugs/Cheats
Topic: Interesting adventures in scripting
Replies: 9
Views: 10165

Nice find.

If there's a scriptname entities can be "removed".
Example from "goldrush_lms.script":

Code: Select all

tankdepot_axis_spawns
{
	spawn
	{
		remove
	}
}
Not sure about the following:

Code: Select all

kill            <targetname> 
by nUllSkillZ
Mon Aug 07, 2006 1:49 am
Forum: ET Modding
Topic: "angle" keyword in ET-Pro mapscripts
Replies: 3
Views: 3463

"angle" keyword in ET-Pro mapscripts

Is it possible to use the "angle" keyword in etpro mapscripts?