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Author Topic: toadlife's halo script  (Read 714 times)

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Offline ryankaplan

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toadlife's halo script
« on: 06 Aug 2005, 21:04:52 »
i wish to edit toadlife's scripyt because as some mp testing showed, some people are noobs or people might die randomly for all sort of odd reasons. At the moment it makes the Open Chute Manual for the player. I want it so that the game automatically opens the chute for the player on the described height (it already does this for ai, i just can't see what detects if you're a player or not

here is the script
;#Script by toadlife - (toadlife@toadlife.net)
requiredversion "1.85"
_name = _this select 0
_height = _this select 1
_variance = _this select 2
_failrate = _this select 3
inhalo = []
_killem = false



?count _this < 4:goto "deploy"

#checklocal
@alive call format["%1",_name]
_unit = call format["%1",_name]
?local _unit:goto "autohalo"
~(2 + (random 2))
goto "checklocal"

#autohalo
@alive call format["%1",_name]
_unit = call format["%1",_name]
~1
@!alive _unit || "ParachuteBase" counttype [vehicle _unit] > 0
?!alive _unit:goto "checklocal"
?(getpos vehicle _unit select 2 < 100):goto "autohalo"
?player in inhalo:goto "autohalo"
_chute = vehicle _unit
_unit action["eject",_chute]
@!(vehicle _unit == _chute)
_chute setpos [0,0,0]
deletevehicle _chute
_unit switchmove "para"
?_unit == player:haloaction = player addaction[localize "STR_REALHALO","real_halo.sqs"];goto "checklocal"
_var = (random _variance) - (random _variance)
_openheight = _height + _var
@getpos _unit select 2 <= _openheight
_rand1 = random _failrate
_rand1 = _rand1 - (_rand1 mod 1)
_rand2 = random _failrate
_rand2 = _rand2 - (_rand2 mod 1)
?_rand1 == _rand2:_unit switchmove "";_unit sidechat "F**K! My chute won't open!";goto goto "autohalo"
_chute = "parachute" createvehicle getpos _unit
_chute setpos getpos _unit
_vel = velocity _unit
_unit assignasdriver _chute
_unit moveindriver _chute
_chute setvelocity _vel
@((getpos _unit select 2) <= 10) || !(alive _unit)
?velocity vehicle _unit select 2 <= -15:_killem=true
@((getpos _unit select 2) <= 1) || !(alive _unit)
?_killem && alive _unit:_unit setdammage 1;deletevehicle _chute;_unit switchmove "combattodying"
_killem=false
goto "autohalo"


#deploy
inhalo = inhalo + [player]
~0.5
player removeaction haloaction
_rand1 = random _failrate
_rand1 = _rand1 - (_rand1 mod 1)
_rand2 = random _failrate
_rand2 = _rand2 - (_rand2 mod 1)
?_rand1 == _rand2:exit
_chute = "Parachute" createvehicle getpos player
_chute setpos getpos player
_vel = velocity player
player assignasdriver _chute
player moveindriver _chute
_chute setvelocity _vel
@((getpos player select 2) <= 10) || !(alive player)
?velocity vehicle player select 2 <= -15:_killem=true
@((getpos player select 2) <= 1) || !(alive player)
?_killem && alive player:player setdammage 1;deletevehicle _chute;player switchmove "combattodying"
_killem=false
inhalo = inhalo - [player]
exit



All credits goes to and will still go to toadlife still and the usual bullshit, i hope he doesn't mind me editing his script.

thanks in advance

edit: spellings
« Last Edit: 06 Aug 2005, 21:06:44 by ryankaplan »

Dane

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Re:toadlife's halo script
« Reply #1 on: 07 Aug 2005, 17:41:21 »

All credits goes to and will still go to toadlife still and the usual bullsh*t, i hope he doesn't mind me editing his script.

thanks in advance

edit: spellings

Well, have you tried to make contact with Toadlife and check if it's alright with him?
Maybe he would be willing to help.