The Power of Icarus -1 reply

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Crazy Assassin

Overlord of Various Things

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25th August 2008

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#1 9 years ago

I made a little something to show how powerful Icarus can be when used properly.

The Power of Icarus

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.




Crazy Assassin

Overlord of Various Things

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25th August 2008

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#2 9 years ago

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.




Forceboat

File Finder Xtreme

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23rd May 2003

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#3 9 years ago

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.




NAB622

EAT ME!

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8th October 2005

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#4 9 years ago

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?




Crazy Assassin

Overlord of Various Things

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#5 9 years ago

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




Vast

4 years of mapping

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23rd August 2008

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#6 9 years ago

Now that is impressive! :eek:




NAB622

EAT ME!

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8th October 2005

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#7 9 years ago

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:




Guest

I didn't make it!

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#8 9 years ago

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?




NAB622

EAT ME!

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#9 9 years ago
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?




Crazy Assassin

Overlord of Various Things

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#10 9 years ago

Yeah.

Those buttons are lmd_terminal entities, and are specific to Lugormod.




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