I made a little something to show how powerful Icarus can be when used properly.
Tell me what you think.
P.S. The file is a demo. Stick it in base/demos, and then select 'Play Demo' from the 'Play' menu.
I built this using Lugormod, but with some modifications, it could be imported into baseJKA.
To get an idea of how big this thing is...
-115 If-statements spread across 6 scripts.
-1129 "blocks" spread across those same 6 scripts. (Block = if, else, move, affect(), use, set, etc.)
-16 programmed destinations, plus a 'bad address' destination.
-24 'Symbols'. If each one is used only once (as it should be), then there are 1,744,364,160 possible addresses.
Interesting. I like how you can go up to the statues and start up the sequence to activate the Stargate and go though it to spawn in another area of the map, very cool. Good job.
Quite awesome indeed! Great work. It's a shame that most of the complex internal mechanics can't be appreciated by non-scripters, though. :(
What entity/entities did you use for the teleporters?
trigger_multiple + target_teleporters
Each teleporter is either enabled or disabled script-side depending on which address was entered.
A capsule version of my 'dialing' script:
If destination 1: do task dest-1
Task dest-1: set SET_INACTIVE to false for destination 1, and true for destinations 2-17
Now that is impressive! :eek:
Vast;4938920Now that is impressive! :eek:[/QUOTE] There's a whole lot of similar stuff out there, too. But this is probably the most complex script I have ever seen. What it really needs is new brushwork and awesome effects.
[QUOTE=Crazy Assassin;4938880]trigger_multiple + target_teleporters
Each teleporter is either enabled or disabled script-side depending on which address was entered.
A capsule version of my 'dialing' script:
If destination 1: do task dest-1
Task dest-1: set SET_INACTIVE to false for destination 1, and true for destinations 2-17
Ahhhhhh.....clever! I thought it would be a half-million nested ifs. :lol:
Impressive, my knowledge of scripting is poor in some areas but very detailed in others, but I can stilll appreciate the work that must of gone into that.
Ps. How do you make objects that can be interacted with using the console?
heavymetalgungan;4939995Ps. How do you make objects that can be interacted with using the console?
It's a Lugormod function. I think it's /interact, isn't it?
Yeah.
Those buttons are lmd_terminal entities, and are specific to Lugormod.
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