I'd advise against that. Here's why:[...] And thanks for the reference Abandoned. Im about to pm him now.
I'd advise against that. Here's why:
http://forums.legionsoverdrive.com/threads/dear-modifying-community-please-read.2479/
http://forums.legionsoverdrive.com/threads/contacting-developers-please-read.2582/
RockeyRex does read the threads in here though, and he usually posts if he's got the time.
But let's have a look at this. Do you still have that script from Tribes? If yes, post it!
Well, it's not me who wants it. But it might help to see how it was done in Tribes to then bring it over to Leejunz. There are quite a few users around here who might be able to do that.Nah, not anymore. But I can find it for you if you really want it. [...]
Well, it's not me who wants it.
But it might help to see how it was done in Tribes to then bring it over to Leejunz. There are quite a few users around here who might be able to do that.
// ______________________________________________________________________________
// Reverse Sniper 1.1 By: VéKTöR
// ______________________________________________________________________________
if (include("Writer\\Fire.cs") == notfound) {
bindCommand(mouse0, make, button0, TO, "Reverse::FirePressed();");
bindCommand(mouse0, break, button0, TO, "Reverse::FireReleased();");
}
include("Writer\\inventory.cs");
function ReverseSniper::Setup() {
deletevariables("$Reverse::Enabled*");
// Set up your reverse sniper prefs here... simply copy the provided text below
// $Reverse::Enabled[ ] = true;
// remove the comment part (the double-slases, like //) and enter the
// name of the weapon you would like to fire "backwards" in the square
// brackets. Some examples would be
//
// $Reverse::Enabled[$Inv::Disc_Launcher] = true;
// $Reverse::Enabled[$Inv::Blaster] = true;
//
// For a complete listing of $Inv::* variable names (weapon names), see
// writer's Favorites0.cs (included with his script pack)
$Reverse::Enabled[$Inv::Laser_Rifle] = true;
$Reverse::Enabled[$Inv::IX_2000_Sniper_Rifle] = true;
$Reverse::Enabled[$Inv::Railgun] = true;
}
Event::Attach(eventInventoryTableReady, ReverseSniper::Setup);
function ReverseSniper::OnFire(%weapon) {
if ($Reverse::Enabled[%weapon]) {
return mute;
}
}
event::attach(eventFirePressed, ReverseSniper::OnFire);
function ReverseSniper::OnRelease(%weapon) {
if ($Reverse::Enabled[%weapon]) {
Event::Trigger(eventWeaponFired, %weapon);
}
}
event::attach(eventFireReleased, ReverseSniper::OnRelease);
// Blatantly ripped from fire.cs just in case ther recipient doesnt have it set up
// -------------------------------------------------------------------------------
function Reverse::FirePressed()
{
%weapon = getMountedItem(0);
Event::Trigger(eventFirePressed, %weapon); // %weapon will be -1 if no weapon mounted
if( !Event::Returned(eventFirePressed, mute) )
{
postAction(2048, IDACTION_FIRE1, -0);
Event::Trigger(eventWeaponFired, %weapon);
}
}
function Reverse::FireReleased()
{
%weapon = getMountedItem(0);
Event::Trigger(eventFireReleased, %weapon); // %weapon will be -1 if no weapon mounted
if( !Event::Returned(eventFireReleased, mute) )
{
postAction(2048, IDACTION_BREAK1, -0);
Event::Trigger(eventWeaponBreak, %weapon);
}
}
I think if you're able to provide said Fire.cs too, we're on a good way. Get on it, Scriptmonkeys!_____________________________________________________________________________
Reverse Sniper 1.1 By: VéKTöR
_____________________________________________________________________________
Requires:
Writer's Script Pack
This script was written for TF players. For all of you who prefer to have sniper
weapons fire when you release the mouse button (or whatever you use) than when
you press it down, this is for you.
Basically, this script fires when you let go of your fire key instead of when you
press it.
To install this script, simply unzip this .zip file to your Tribes\Config folder.
Make sure you use path info, otherwise things won't into the right folders, and the
script will not work.
Once you unzip it, add the following line to the bottom of your autoexec.cs file:
include("VeKToR\\Reverse_Sniper.cs");
Finally, IF you want to define a custom list of weapons that behave in the "old TF"
style, open the Reverse_sniper.cs file in notepad (or UltraEdit, or whatever you
use) and look near the top for instructions
Make sure you have Writer's latest script pack before running this one, as it relies
on his Fire.cs to operate.
By monkeys, do you mean Rockey?Get on it, Scriptmonkeys!
I...RockeyRex is the guy you would wanna ask.
package reversesniper
{
function fire(%val)
{
if(%val && ($ActiveWeapon $!= "Rifle"))
{
$mvTriggerCount0++;
}
else if (!%val && ($ActiveWeapon $= "Rifle"))
{
$mvTriggerCount0++;
}
}
};
activatepackage(reversesniper);
Im really sorry about the whole situation RockyRex. I should have took the time that you had available into consideration before I asked you to make the script. Thanks for taking the time to make the script anyway though. I really appreciate it. But, one question. What file do I copy the script into?I...
...*sigh*
...Didn't test...Code:package reversesniper { function fire(%val) { if(%val && ($ActiveWeapon $!= "Rifle")) { $mvTriggerCount0++; } else if (!%val && ($ActiveWeapon $= "Rifle")) { $mvTriggerCount0++; } } }; activatepackage(reversesniper);
Notepad it, then save it in autoexec... C:\Users\Jason\Desktop\live\mods\autoexecIm really sorry about the whole situation RockyRex. I should have took the time that you had available into consideration before I asked you to make the script. Thanks for taking the time to make the script anyway though. I really appreciate it. But, one question. What file do I copy the script into?
package reversesniper
{
function fire(%val)
{
if(%val && ($ActiveWeapon !$= "Rifle"))
{
$mvTriggerCount0++;
}
else if (!%val && ($ActiveWeapon $= "Rifle"))
{
$mvTriggerCount0++;
}
}
};
activatepackage(reversesniper);
Do I still put this in a "autoexec.cs" file? Or does it go into the "main.cs" file?Code:package reversesniper { function fire(%val) { if(%val && ($ActiveWeapon !$= "Rifle")) { $mvTriggerCount0++; } else if (!%val && ($ActiveWeapon $= "Rifle")) { $mvTriggerCount0++; } } }; activatepackage(reversesniper);
"oops"
Should compile now. Still, didn't test.