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Target ID will receive invulnerability until you decide to turn it off again. He will receive no damage from any source.. except from /slap of course. Noone can escape a good slapping!
This command will lock target player to the designated team. If he tries to join another team, he gets swapped back immediatly. Use 'Team = 0' to turn it off again.
Changes one of the following stats of target ID to the defined value. 'HPReg' -> Health regeneration. You can use both positive and negative values.'Armor' -> Resistance to damage. Value = 0.5 means 50% damage reduction.'DmgMod' -> Damage output. Value = 1.75 means 175% damage incremention.'Mirror' -> Damage reflection. Value = 0.25 means 25% of received damage is inflicted to the shooter.'Primary' -> Value = Weapon. Value2 = Ammunition. '/Change Primary 1 5 7' will give ID #1 a fully loaded Spas-12.'Secondary' -> Same as above, only for secondary slot.
Give a predefined item to target ID. Putting 'infinite' before the item will automatically refresh the bonus when it runs out. Items like cluster grenades or bulletproof vests will refresh every 5 seconds. Flamegod is excluded from this command but can be forced to a player's hands using the /Change command.[Item] -> 1: Predator; 2: Berserker; 3: Bulletproof Vest; 4: Grenades; 5: Cluster Grenades;Example: '/Give 1 Infinite 2' will give ID number 1 an automatically refreshing berserker upgrade.
This command will teleport target ID into a certain direction. 7 units for [Distance] are 1 meter in Soldat.Directions:Left: <Right: >Up: ^Down: vExample: '/Move 3 > 70' will move ID 3 10 metres to the right.
Teleport target ID to target object. Fill in 'Flag' for [Object] and '1' or '2' for [Value] to teleport the player to one of the CTF flags, and 'Player' and '1' to '32' to teleport him to another player.Example: '/Tele 3 Flag 2' will teleport player 3 to Bravo's flag.
Target ID will be instantly killed for X seconds. Using /Autokill [ID] again will end the effect sooner.
This command should be used whenever someone says something really stupid and you feel as if this player was so stupid that hitting your own face with a facepalm would cause such massive disorientation and severe damage to bones and brain in the process, /slap is just the better choice, because you can punish [i]him[/i] for his [i]own[/i] stupidity instead of chastening yourself for his faults.Note: neither 'mirror' nor 'armor' and not even 'godmode' can mitigate the damage dealt by a /slap command. Let the slapping begin!
Target ID will twitch nervously for X seconds, as you brighten his screen until he would bet his grandmother that his screen said #FFFFFFFF.
This mean bitch of a command will warp target ID every two seconds to the place that he was at one second before the warp. Laaaaaaaaaaaaaag bro.
Target ID will have infinite knives for X seconds.
Did you ever want to be someone else? Well, here is the moment you waited for! Abuse someone else's body for your dirty little secrets!
Blow someone up in a big ball of fire.
Disable target ID's weapon of your choice, or a complete set of weapons. Fill in 'Primaries' or 'Secondaries' for example, and disable / enable all his primary or secondary weapons. Fill in any other number to disable a specific weapon.
Shoot an M79 bullet straight to the nearest enemy's head.
Add an exact copy of target ID to the designated team. The bot will have target ID's visual appearance and weapon of choice, but will be a parody of him. Humiliation and comedy in one!
Change gravity to a new value. 0.06 is the default value. 0.00 will make everyone float. Negative values are possible.
Make target ID unable to pick up any weapon or use one from the start for X seconds. The target ID will only deal 25% of the normal damage with their bare hands or grenades.
This command will lock target ID in place for X seconds. They will not be able to do anything.
Any damage that target ID receives will be redirected to [MeatshieldID] until the shield is dead.
Lock the player in place for X seconds // I think Neosano wrote a 'freeze' script some time ago. Have to look it up. Good call!Make him lose hp over time // /change HPReg [ID] [Negative value] does the job just fineLimit weapons to secondary only // Will be done asap Add a bot with his nickname + space, saying 'I'm bad' when he dies // Haha, good one I can give him the same appearance, too, thanks to SC3Limit his vision to a small circle on screen (damn font changes) // If you explain to me how I can achieve that effect, that would be kind of awesome lol.Make him say something // World text is on its way. Before that, there are only workarounds as far as I know..Create a homing missle to chase him around (screw campers) // That requires some work, but I will put this on my TODO list Make him explode like a cluster grenade, clusters being nades or w/e // How could I not think of that? Of course!I'm out of ideas, too // You already provided me with a good list of new material! Thanks!
/wep [ID] [Time] - makes it unable for player to use weapons (except nades) idea Mighty. // Cool as well. On my TODO!
I think Neosano wrote a 'freeze' script some time ago. Have to look it up. Good call!--> Sure he did, but it would be a great additionAdd a bot with his nickname + space, saying 'I'm bad' when he dies // Haha, good one I can give him the same appearance, too, thanks to SC3--> You could've done that before, too. Just create .bot file and load it then
Limit his vision to a small circle on screen (damn font changes) QuoteIf you explain to me how I can achieve that effect, that would be kind of awesome lol.
If you explain to me how I can achieve that effect, that would be kind of awesome lol.
New features:/Snipe -> Will shoot an M79 bullet to the next enemy player's face/Copycat ID Team -> Will add a bot with a name derived from target ID's name to the designated team. Will say funny stuff and is an exact copy of the targeted ID/Gravity Value -> Will change the gravity to the designated value. 0.06 is default gravity. 0 means floating. Negative values will make players move up, etc./Disable ID Time -> Will make the ID unable to use weapons for X seconds. Grenades and fists can still be used, but they will deal only 25% of the original damage. Picked up weapons will be removed from the player's hands./Freeze ID Time -> Will freeze the ID in place for X seconds.
constColor = $FFFFFFFFF;function PlaceBot(botname: string; team: byte; X,Y: single): byte;var i,n,tempType: byte; spawn: array of byte; tempX,tempY: single;begin SetArrayLength(spawn,0); n:=0; for i:=1 to 254 do if GetSpawnStat(i,'Active') = true then if GetSpawnStat(i,'Style') = team then begin n:=n + 1; SetArrayLength(spawn,n); spawn[n-1]:=i; SetSpawnStat(i,'Active',false); end; for i:=1 to 254 do if GetSpawnStat(i,'Active') = false then begin SetSpawnStat(i,'Active',true); tempType:=GetSpawnStat(i,'Style'); tempX:=GetSpawnStat(i,'X'); tempY:=GetSpawnStat(i,'Y'); SetSpawnStat(i,'Style',team); SetSpawnStat(i,'X',X); SetSpawnStat(i,'Y',Y); break; end; Result:=Command('/addbot' + inttostr(team) + ' ' + botname); SetSpawnStat(i,'Active',false); SetSpawnStat(i,'Style',tempType); SetSpawnStat(i,'X',tempX); SetSpawnStat(i,'Y',tempY); if n > 0 then for i:=0 to n-1 do SetSpawnStat(spawn[i],'Active',true);end;function Bot(const ID: byte): byte;begin if NumPlayers < 20 then begin Result:=PlaceBot(randombot(),GetPlayerStat(ID,'Team'),GetPlayerStat(ID,'X')+21,GetPlayerStat(ID,'Y')); PlaceBot(randombot(),GetPlayerStat(ID,'Team'),GetPlayerStat(ID,'X')+10,GetPlayerStat(ID,'Y')+18); PlaceBot(randombot(),GetPlayerStat(ID,'Team'),GetPlayerStat(ID,'X')-10,GetPlayerStat(ID,'Y')-18); PlaceBot(randombot(),GetPlayerStat(ID,'Team'),GetPlayerStat(ID,'X')-21,GetPlayerStat(ID,'Y')); end else Result:=0;end;procedure DrawSymbol(const X,Y: single; const owner: byte);begin CreateBullet(X,Y-80,0,0,0,5,owner); CreateBullet(X+7,Y-68,0,0,0,5,owner); CreateBullet(X-7,Y-68,0,0,0,5,owner); CreateBullet(X+14,Y-56,0,0,0,5,owner); CreateBullet(X-14,Y-56,0,0,0,5,owner); CreateBullet(X+21,Y-44,0,0,0,5,owner); CreateBullet(X-21,Y-44,0,0,0,5,owner); CreateBullet(X+28,Y-32,0,0,0,5,owner); CreateBullet(X-28,Y-32,0,0,0,5,owner); CreateBullet(X+35,Y-20,0,0,0,5,owner); CreateBullet(X-35,Y-20,0,0,0,5,owner); CreateBullet(X+42,Y-8,0,0,0,5,owner); CreateBullet(X-42,Y-8,0,0,0,5,owner); CreateBullet(X+49,Y+4,0,0,0,5,owner); CreateBullet(X-49,Y+4,0,0,0,5,owner); CreateBullet(X+56,Y+16,0,0,0,5,owner); CreateBullet(X-56,Y+16,0,0,0,5,owner); CreateBullet(X+63,Y+28,0,0,0,5,owner); CreateBullet(X-63,Y+28,0,0,0,5,owner); CreateBullet(X+70,Y+40,0,0,0,5,owner); CreateBullet(X+56,Y+40,0,0,0,5,owner); CreateBullet(X+42,Y+40,0,0,0,5,owner); CreateBullet(X+28,Y+40,0,0,0,5,owner); CreateBullet(X+14,Y+40,0,0,0,5,owner); CreateBullet(X,Y+40,0,0,0,5,owner); CreateBullet(X-14,Y+40,0,0,0,5,owner); CreateBullet(X-28,Y+40,0,0,0,5,owner); CreateBullet(X-42,Y+40,0,0,0,5,owner); CreateBullet(X-56,Y+40,0,0,0,5,owner); CreateBullet(X-70,Y+40,0,0,0,5,owner); CreateBullet(X,Y+80,0,0,0,5,owner); CreateBullet(X+7,Y+68,0,0,0,5,owner); CreateBullet(X-7,Y+68,0,0,0,5,owner); CreateBullet(X+14,Y+56,0,0,0,5,owner); CreateBullet(X-14,Y+56,0,0,0,5,owner); CreateBullet(X+21,Y+44,0,0,0,5,owner); CreateBullet(X-21,Y+44,0,0,0,5,owner); CreateBullet(X+28,Y+32,0,0,0,5,owner); CreateBullet(X-28,Y+32,0,0,0,5,owner); CreateBullet(X+35,Y+20,0,0,0,5,owner); CreateBullet(X-35,Y+20,0,0,0,5,owner); CreateBullet(X+42,Y+8,0,0,0,5,owner); CreateBullet(X-42,Y+8,0,0,0,5,owner); CreateBullet(X+49,Y-4,0,0,0,5,owner); CreateBullet(X-49,Y-4,0,0,0,5,owner); CreateBullet(X+56,Y-16,0,0,0,5,owner); CreateBullet(X-56,Y-16,0,0,0,5,owner); CreateBullet(X+63,Y-28,0,0,0,5,owner); CreateBullet(X-63,Y-28,0,0,0,5,owner); CreateBullet(X+70,Y-40,0,0,0,5,owner); CreateBullet(X+56,Y-40,0,0,0,5,owner); CreateBullet(X+42,Y-40,0,0,0,5,owner); CreateBullet(X+28,Y-40,0,0,0,5,owner); CreateBullet(X+14,Y-40,0,0,0,5,owner); CreateBullet(X,Y-40,0,0,0,5,owner); CreateBullet(X-14,Y-40,0,0,0,5,owner); CreateBullet(X-28,Y-40,0,0,0,5,owner); CreateBullet(X-42,Y-40,0,0,0,5,owner); CreateBullet(X-56,Y-40,0,0,0,5,owner); CreateBullet(X-70,Y-40,0,0,0,5,owner);end;procedure OnPlayerKill(Killer, Victim: byte;Weapon: string);beginif (Killer<>Victim) then begin if (GetPlayerStat(Killer,'Human') = true) and (GetPlayerStat(Victim,'Human') = false) then begin Command('/kick ' + InttoStr(Victim)); end; end;end;function OnCommand(ID: Byte; Text: string): boolean;beginif (Text = '/bot') then begin DrawSymbol(GetPlayerStat(ID,'X'),GetPlayerStat(ID,'Y'),ID); Bot(ID); WriteConsole(ID,'Woahh!',Color); end; Result := false;end;
/matrix [ID] [Delay] = Creates a black background and changing 0s and 1s on players' screen. You can determine how long it will last. Set ID as 0 to make it to all players. It seems like matrix, so I named it matrix :D/blind [ID] [Delay] = Makes a player blind. It is same as matrix just without numbers. Set ID 0 to make it everyone.
Maybe you can use these two commands:Code: [Select] /matrix [ID] [Delay] = Creates a black background and changing 0s and 1s on players' screen. You can determine how long it will last. Set ID as 0 to make it to all players. It seems like matrix, so I named it matrix :D/blind [ID] [Delay] = Makes a player blind. It is same as matrix just without numbers. Set ID 0 to make it everyone.edit : Matrix hardly lags the server if you use a delay more than 500-600. But you can freely use the /blind.
Matrix hardly lags the server if you use a delay more than 500-600. But you can freely use the /blind.
const CELLH=15; // Cell Height CELLW=15; // Cell Width COLS=40; // Columns in matrix ROWS=30; // rows in matrix DELAY=120; COLOR=$00FF00; SCALE=0.05; LAYERMIN=10; // lowest layer value LAYERMAX=255; FLOWS=10; // number of "flows". // Decrease to one to see the explanation FLOWMIN=5; // minimum chars in a flow FLOWMAX=20; // max chars in a flow FLOWSTOPPERCENT=15; // chance (%) that flow will stop // checked each char TICKINTERVAL=8; // TickThreshold valuetype TFlow = RECORD X: integer; Y: integer; count: byte; end;var Flow: array[1..FLOWS] of TFlow; currLayer: integer;procedure OnTick(t: integer);var i,j: integer;begin for i:=1 to FLOWS do begin with Flow[i] do begin // reset the flow if needed j := Random(1,100); if ((j <= FLOWSTOPPERCENT) AND (Count >= FLOWMIN)) OR (Count > FLOWMAX) OR (Y > ROWS) then begin X := Random(1,COLS); Y := Random(1,ROWS-5); Y := Y - Random(0,5); if Y < 1 then Y := -Y + 1; Count := 0; end; // draw the char Players.BigText(currLayer,Chr(Random(33,126)),DELAY,COLOR,SCALE,5+CELLW*X,5+CELLH*Y); // update variables Inc(currLayer); if currLayer > LAYERMAX then currLayer := LAYERMIN; Inc(Y); Inc(Count); end; end;end; begin Game.OnClockTick := @OnTick; Game.TickThreshold := TICKINTERVAL; end.