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MILITARY INTEL 6  |  {MI6} ARMOR  |  Arsenal  |  Tribes and new and improved chain script
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Author Topic: Tribes and new and improved chain script  (Read 5512 times)

Offline Na{Z}MaN

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Tribes and new and improved chain script
« on: May 20, 2010, 08:43:22 pm »
I fooled around with Boots BootyProject v2 and gave it a bit of MI6 Flavoring.  All credit to boots with this pack but I thought I would share it with you guys :) 






Booty Project v2
-------------------------------
This is the second version of my previous config
Like the last one, this was designed with Renegades
in mind. This time around I added a few more Armor
features, so its more balanced for spawn and armor.

What's New
-------------------------------
-Graphics have been updated/changed. This was
done to address compatability issues people were
having with scriptGL drawing images on widescreen.
Greatly impoved FPS. Some nice GUI stuff. New textures.

- Mouse sensitivty script
For whatever reason the Tribes GUI has the
worst slider for mouse sensitivity. Now you
can use a keybind to fine tune your mouse

- Updated the Split Message Hud
You can now ignore suicide messages if
you're splitting chat from server msgs

- Updated ItemHUD
Shows mines and grenades. New graphics

- Quick WF Selection
Now you can quickly change your loadout with a
single key press without having to fumble-fuck
through the tab menus.

- Remote messages passed through ScriptGL
Makes popup messages look pretty

- Some new sounds and textures


Bind Customization
-------------------------------
All your binds can be changed inside of the file:
~~~~ BootyPrefs.cs ~~~~~

which is located in the CONFIG directory.

Obviously this only applies to scripted binds, all other
binds can be edited normally in the options screen.


Script Customization
-------------------------------
Scripts can be enabled/disabled by editing:
~~~~ AutoloadPrefs.cs ~~~~~

Which is also located in the CONFIG directory.


Run any script simply by dropping it into the config/Addons
folder and naming the extension .acs.cs


Hud Customization
-------------------------------
Unless you have changed the binds, you can move the
huds around with your mouse by pressing:
~~~~ CTRL+B ~~~~

and for the basic HUDS:
~~~~ J ~~~~~


Features
-------------------------------
- Tribes 1.11 and Tribes 1.30 LastHope
- DOX, LT and Opencall Maps
- HudBot 0.5 with Vista Support
- Evita's PatcherGUI
- Autoloader (easily add other scripts)
- HappyMod (w/ Arrow Flag, Yellow Cameras, Red Mines, etc)
- Model loader/unloader for easy LastHope compliance
- New Textures, Skins, and Sounds
- UltraMonkey Soundpack (vol not included)
- Fully scripted


Huds Included
-------------------------------
- BoostHud (BoostHud.acs.cs)
Pops up when you use a booster or grab the flag
Tells you your current beacon count
* Only if you're in merc

- CTFHud (CTFHud.acs.cs)
Basic. Keeps track of flag and score

- FlagHud (FlagHud.acs.cs)
Notification pops up when you have the Enemy flag

- ItemHud (ItemHud.acs.cs)
Small item count of items

- MiniRadar (HUDBOT)
Basic. From Hudbot.

- Reticle Compass (Retcomp.acs.cs)
Duh

- SplitMessageHud (SplitMessageHud.acs.cs)
All flag/death events are stored here to reduce clutter.
Never miss what's actually going on due to spam.

- WeaponsHud (H.WepNameHud.acs.cs && v.AmmoHud.acs.cs)
Tells you your current weapon name and ammo remaining
Useful for armor
(I always mix up the damn rocket launcher and mortar)



Scripts Included
-------------------------------
- ArmorSelect (ArmorSelect.acs.cs)
Quickly select your armor from the Weapons Factory menu

- AutoBoost (Boost.acs.cs)
Tripe Boost by holding down the boost button

- ChainZoom (ChainZoom.acs.cs)
Automatically adjusts your FOV to zoom in while using
chaingun or vulcan

- CheckWeapon (CheckWep.acs.cs)
Keeps your current weapon mounted when you recieve a new one

- Chat Mute (ChatFilter.acs.cs)
Filters out junk like K-pack from chat

-Drop (Drop.acs.cs)
Poop's quick and dirty inventory spew script

- Fake Death (Spam.acs.cs)
Yep

- Flag Target (FlagTarget.acs.cs)
Automatically target enemy/friendly flag carriers

-Flag Sounds (FlagSounds.acs.cs)
Extra flag sounds on grab/drop/cap

-FOV Changer (Fov.acs.cs)
Change your FOV in-game

- Hud Mover (CORE)
Use the mouse to move custom huds

- Interpolate (Terp.acs.cs)
Customize your interpolate and forward predict settings
based upon your current weapon

- Jump n' Jet (Ski.acs.cs)
For the llamas

- Kill Popup and Sound (Killpop.acs.cs & Killsnd.acs.cs)
Basic kill notification with a sound

- Local Sounds (LocalSounds.acs.cs)
Few local taunts on grab/carrier kills/etc

- Mouse Sensitivity (Mouse.acs.cs)
Fine tune your mouse sensitivity in-game

- SmartAmmo (SmartAmmo.acs.cs)
Warns you when you're running low on ammo, automatically
switches your weapon when you run out

-Toss (Toss.acs.cs)
Poops smart full force throw, allows you to throw normally
after holding down the toss button after a certain amount of time

-Zoom and Snipe (Zoom.acs.cs & Snipe.acs.cs)
Automatically resets your zoom level, and switches to laser
rifle on zoom in



Credits
-------------------------------
While this config technically does not use any script packs
I have borrowed many scripts and ideas from other coders. Many
thanks go out to Andrew, Poop, Smales, Han Nehi, Evita, Daftie, Lemon and
many others for all of their hard work.

as well, Many thanks to all those who created the wonderful
textures and skins:
MilkMan, Z, SexGodSteve, daftie, lemon, Stork, and many others.


Long Live Tribes!


The key binds are in bootyprefs.cs and the ones that arent in there are in the tribes options menu in the game.

Here are the current binds:


6 is spam fake death
5 is drop flag
4 is health kit
3 is short throw grenade
2 drop pack
1 is switch view
wasd move
e zoom
z toggle zoom
r throw grenade far
g thow mine far
m throw mine short
b beacon
c map
tab suicide


At the moment the chain script, FOV changer, and boost script are disabled but can be reactivated in bootyprefs.cs by deleted the "//" before the code segment. 
The chain script boots had in there is not needed as I added my own personal chain script. 
I also changed the friend and foe indicators, and the reticle. 
There is the link enjoy!!

http://www.mediafire.com/?myvlyj2zny2


UPDATE:
Before now this chain script would not run on a Renegades server...only spawn.  As of now this script works on Renegades and not only with the chaingun, but the vulcan as well!

INSTALLTION:
To add to the tribes setup above replace the polate.acs.cs file in config and in Bootyprefs.cs find these lines

"//Interpolate
//===========================================================================
//Here you can set your interpolate network settings
//These will take place when you fire
//TRIBES STOCK DEFAULT: interpolate:64, forwardpredict:0
//Credit: Boots


//Chain interpolate/forwardpredict in ms
//$terp::interpChain = "0";
//$terp::fpChain = "0";

////Vulcan interpolate/forwardpredict in ms
//$terp::interpVulcan = "0";
//$terp::fpVulcan = "0";

//Regular interpolate/forwardpredict when not firing in ms
//$terp::interpNormal = "64";
//$terp::fpNormal = "0";
//----------------------------------------------------------------------------"
and make sure every line as a "//" before it as this will comment this code out because it is no longer necessary and
having both active could mess things up.


INSTALLATION INDIVIDUAL CONFIG
Put polate.acs.cs into your config folder and in your autoexec.cs add the line
"exec("polate.acs.cs");"





« Last Edit: June 08, 2010, 10:32:00 pm by BOBO »

Offline Na{Z}MaN

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Re: Tribes
« Reply #1 on: May 20, 2010, 08:44:25 pm »
also if you could sticky this bobo that would be awesome :)  I want people that come into our forums to have the ability to get a working version of tribes easy and painlessly

Offline LetHaL

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Re: Tribes
« Reply #2 on: May 20, 2010, 09:00:09 pm »
- WeaponsHud (H.WepNameHud.acs.cs && v.AmmoHud.acs.cs)
- Kill Popup  (Killpop.acs.cs)
do you think you can send those to me?
Tonythetso@yahoo.com   >:D

Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #3 on: May 20, 2010, 09:18:38 pm »
The problem with this config is that allot of the .cs files dont work without the rest of the pack :( 

However if you download this you can easily add anything you want to it as long as it isnt presto based

Offline BOBO

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Re: Tribes and new and improved chain script
« Reply #4 on: May 20, 2010, 11:31:40 pm »

I'll sticky it, but you should have that capability also.
- - - "You can never have too many guitars" - - - -
- - "Your village called . . . their idiot is missing" - -

Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #5 on: May 20, 2010, 11:42:52 pm »
i dont know how to sticky it lol

Offline BOBO

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Re: Tribes and new and improved chain script
« Reply #6 on: May 20, 2010, 11:55:53 pm »

When you type a post, before posting look down below the typing box for "additional options", and click on the arrow.   ;)
- - - "You can never have too many guitars" - - - -
- - "Your village called . . . their idiot is missing" - -

Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #7 on: May 21, 2010, 01:08:27 am »
I can announce and lock a topic but I dont see sticky

Offline Bootswiththefur

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Re: Tribes and new and improved chain script
« Reply #8 on: May 21, 2010, 11:43:50 am »
Naz I rewrote your chain script to work with the pack, and to work for the vulcan as well.

You can set the interpolate settings in BootyPrefs.cs

The default script used:
$terp::interpChain = 32;
$terp::interpVulcan = 32;
$terp::interpNormal = 0;
$terp::fpNormal = 0;

But you can play with it as you wish.

The other settings are mootified by the script.




Replace Terp.acs.cs in Config/Addons with the following:

Code: [Select]
// polate []
// by ham!
//modified by boots

Event::Attach(EventYouFired, polate::on);
Event::Attach(EventYouReleased, polate::off);
Event::Attach(eventConnected, P0::ConnectionAccepted);

$net::predictForwardTime = $terp::fpNormal;

$P0::Enabled = false; // Ping0
$P0::LoopPause = 0.3; // Time for Ping refresh.
$P0::AddTime = 89; // Default add to ping.
$P0::cPing = 0;


function polate::on() {
//Get current weapon ID
%weapon = getMountedItem(0);

//Check for Chaining Weapon
if(%weapon == GetItemType("Chaingun"))
{
$Polate::On = "Active";
$net::interpolateTime = $terp::interpChain;
P0::Activate();
}
if (%weapon == GetItemType("Vulcan"))
{
$Polate::On = "Active";
$net::interpolateTime = $terp::interpVulcan;
P0::Activate();
}

}

function polate::off() {
$net::interpolateTime = $terp::interpNormal;
P0::Deactivate();
}


function P0::Ping() {
remoteEval(2048, eval, PingResponse, getSimTime());
}

function remotePingResponse(%host, %time) {
$P0::cPing = floor((getSimTime() - %time) * 500);
}

function P0::Loop() {
if ( $P0::Looping )
{
P0::Ping();
$net::predictForwardTime = ($P0::cPing + $P0::AddTime);
if ( !(schedule("P0::Loop();", $P0::LoopPause, 2048)) )
P0::Deactivate();
}
else
{
P0::Deactivate();
}
}

function P0::Activate() {
$P0::Enabled = true;
$P0::Looping = true;
P0::Loop();
}

function P0::Deactivate() {
$P0::Enabled = "";
$P0::Looping = "";
$net::predictForwardTime = $terp::fpNormal;
}

function P0::ConnectionAccepted() {
if ( $P0::Enabled )
P0::Activate();
}


Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #9 on: May 21, 2010, 12:40:30 pm »
thx bro ill check it out :)

Offline BrokenLegend

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Re: Tribes and new and improved chain script
« Reply #10 on: June 02, 2010, 04:18:32 pm »
the reticle looks like a 2 year old drew it... it sucks

Offline triX

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Re: Tribes and new and improved chain script
« Reply #11 on: June 02, 2010, 08:51:49 pm »
I don't think so.

Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #12 on: June 03, 2010, 12:12:11 am »
the reticle looks like a 2 year old drew it... it sucks
that reticle will destroy anything you could ever create.  and is a well used reticle by many players that could kill you with 3 MAs in 3 disc shots in less than 5 seconds

Offline BrokenLegend

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Re: Tribes and new and improved chain script
« Reply #13 on: June 03, 2010, 03:12:15 pm »
the reticle looks like a 2 year old drew it... it sucks
that reticle will destroy anything you could ever create.  and is a well used reticle by many players that could kill you with 3 MAs in 3 disc shots in less than 5 seconds
i could own without a reticle

Offline triX

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Re: Tribes and new and improved chain script
« Reply #14 on: June 03, 2010, 08:21:46 pm »
the reticle looks like a 2 year old drew it... it sucks
that reticle will destroy anything you could ever create.  and is a well used reticle by many players that could kill you with 3 MAs in 3 disc shots in less than 5 seconds
i could own without a reticle

Umm.. Can you just shut up?
..Thanks!

Offline BrokenLegend

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Re: Tribes and new and improved chain script
« Reply #15 on: June 03, 2010, 08:59:38 pm »
well, did u see the reticle?

Offline triX

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Re: Tribes and new and improved chain script
« Reply #16 on: June 03, 2010, 09:12:33 pm »
Yea, I saw the reticle and so? I'm going to download this script pack when our scrims have passed.

Don't criticize someone's hard work, especially if they are sharing it with others. They mean to help others by offering their effort to a more comfortable gameplay.

If you could own without a crosshair, why criticize it? That reticle is basic for a reason.

Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #17 on: June 03, 2010, 10:26:51 pm »
the reticle looks like a 2 year old drew it... it sucks
that reticle will destroy anything you could ever create.  and is a well used reticle by many players that could kill you with 3 MAs in 3 disc shots in less than 5 seconds
i could own without a reticle
ive played with you before and ur nothin to brag about lol...

Offline tension-

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Re: Tribes and new and improved chain script
« Reply #18 on: June 23, 2010, 02:40:41 pm »
I like my reticle :)


Offline Na{Z}MaN

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Re: Tribes and new and improved chain script
« Reply #19 on: June 23, 2010, 02:47:22 pm »
I made a reticle like that only with the redline in it a while back.  The thing annoying me though...i dont like big reticles.  but that one is pretty sick :)

Offline LetHaL

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Re: Tribes and new and improved chain script
« Reply #20 on: June 24, 2010, 05:24:40 pm »
that reticle is B.A :D

Offline ALCiAduh

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Re: Tribes and new and improved chain script
« Reply #21 on: June 24, 2010, 08:52:47 pm »
I like my reticle :)



I like that reticle!! Can you please share it with me Tension?

 :'(
"Resolve to serve no more, and you are at once freed. I do not ask that you place hands upon the tyrant to topple him over, but simply that you support him no longer; then you will behold him, like a great Colossus whose pedestal has been pulled away, fall of his own weight and break in pieces."

Offline LetHaL

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Re: Tribes and new and improved chain script
« Reply #22 on: June 25, 2010, 11:48:27 am »
Me too :D

Offline Yoshi

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Re: Tribes and new and improved chain script
« Reply #23 on: June 26, 2010, 07:08:54 pm »
me three, pwease tens?

Offline LetHaL

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Re: Tribes and new and improved chain script
« Reply #24 on: June 26, 2010, 08:32:34 pm »
ill love you forever :D

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