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Old 8th Jul 2003, 12:43 AM   #1
thewalkingman
ssssssssssss bugger!
 
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Mind sharing you IG scripts with me

thanks
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Last edited by thewalkingman; 8th Jul 2003 at 12:45 AM.
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Old 8th Jul 2003, 01:50 AM   #2
edhe
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Old 8th Jul 2003, 02:02 AM   #3
hal
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[ enter Gorge from darkened room ]
Gorge: You Suck!
Asp: Try turning the safety off!
[ Gorge approaches the screen ]
*Gorge is enlightened by his own enhanced ShockRifle
Asp: Haha!

Act two isn't finished yet, but I have some strong ideas.
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Old 8th Jul 2003, 04:55 AM   #4
Radiosity
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WalkingMan.....what the hell is that thing? In your sig? I know someone on another forum who has that as his avv, it's freaky..... Is it an american thing by any chance?

edit: I mean the brown teddy with the huge teeth........
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Old 8th Jul 2003, 07:28 AM   #5
thewalkingman
ssssssssssss bugger!
 
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Domokuun

I'll be checking my pm's for the scripts
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Old 8th Jul 2003, 07:38 AM   #6
Renegade Retard
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Quote:
Originally Posted by hal
[ enter Gorge from darkened room ]
Gorge: You Suck!
Asp: Try turning the safety off!
[ Gorge approaches the screen ]
*Gorge is enlightened by his own enhanced ShockRifle
Asp: Haha!

Act two isn't finished yet, but I have some strong ideas.
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Old 8th Jul 2003, 07:52 AM   #7
DeaJae
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num pad
7= enemy up/left
8= enemy high/middle
9= enemy up/right
5=enemy! (NO FREAKING CLUE WHERE!)
4= GET OUT OF THE WAY MOOSE BRAINS
3=DIDN'T I JUST SAY MOVE....MOVE!
.=your on your own.

basic ones
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Old 8th Jul 2003, 09:49 AM   #8
edhe
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Buddy, if you want 'binds' for communicating in the team games i have, just like any Ci, and most ctf clanners, have a bind set. I could send you info, my .ini or anything else really so it helps.

But whilst we're on this subject, we could make a sticky with comms binds for the BuFfers before.
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Old 8th Jul 2003, 10:16 AM   #9
Mr_Evi1
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Here's a nice script for instant gibbing:
Code:
static function class<Emitter> GetPawnDamageEmitter(vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail)
{
	if(class'GameInfo'.static.UseLowGore())
	{
		return none;
	}
	else if(bLowDetail)
	{
		return none;
	}
	else if(Damage >= Victim.Health + Damage)
	{
		//Extra gibs!
		if(Victim.IsA('xPawn'))
			xPawn(Victim).SpawnGibs(rot(0,0,0), 1.0);

		return class'SplatEmitter';
	}

	return none;
}
Guaranteed to gib anything instantly!
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Old 8th Jul 2003, 10:28 PM   #10
Sir_Brizz
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It makes everything defined as a pawn explode into gibs.
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