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Search found 187 matches
- Tue Nov 21, 2023 3:34 am
- Forum: Superfighters Deluxe ScriptAPI
- Topic: Converting WeaponItem to WeaponItem object
- Replies: 8
- Views: 1897
- Gender:
Re: Converting WeaponItem to WeaponItem object
Dammit, I must have been very tired yesterday... My suggestions above are so complex, that's typical of me when I should try and find the easiest solutions. Today I thought that an even better way to make your script work. Technically you only needed help for the replacing weapons of the mutant play...
- Mon Nov 20, 2023 4:56 am
- Forum: Superfighters Deluxe ScriptAPI
- Topic: Converting WeaponItem to WeaponItem object
- Replies: 8
- Views: 1897
- Gender:
Re: Converting WeaponItem to WeaponItem object
Hi, sorry for the later reply, i don't know if you have figured this out yet.... I can contribute with very little, I ran into the exact same problem that you find yourself in, when i was trying to make my universal weapon spawn system script. I needed a way to make a script WeaponItem into the phys...
- Wed Oct 11, 2023 10:35 pm
- Forum: Superfighters Deluxe ScriptAPI
- Topic: Script problem Co-op
- Replies: 1
- Views: 1370
- Gender:
Re: Script problem Co-op
I have one very simple version of the JetPack script by "ClockworkDice", and that works via any player walking like this: foreach(IPlayer ply in Game.GetPlayers()){ if(ply.IsWalking){ ply.SetLinearVelocity(ply.GetLinearVelocity() + new Vector2(0,3)); } } The absolute easiest way would be to write in...
- Wed Feb 22, 2023 4:41 pm
- Forum: Custom Scripts
- Topic: [REQUEST] Cursor control script
- Replies: 2
- Views: 2318
- Gender:
Re: [REQUEST] Cursor control script
I really don't think that's possible. As far as i know the mouse can only be used within testing a map in the MapEditor, or on the main menu screen. There are some people that have made maps specific for the "Single Player Map editor" to use the mouse cursor. But i don't think there's any option for...
- Sat Feb 18, 2023 1:21 pm
- Forum: Custom Scripts
- Topic: Superpower Scripts
- Replies: 1
- Views: 2550
- Gender:
Re: Superpower Scripts
I have made a script that does what you described. What you described was very vague though, and was interpreted by me.
If you are still interested..... or god knows have the game installed.
https://mythologicinteractiveforums.com ... =42&t=4384
If you are still interested..... or god knows have the game installed.
https://mythologicinteractiveforums.com ... =42&t=4384
- Sat Feb 18, 2023 1:17 pm
- Forum: Custom Scripts
- Topic: One Survival and one SuperPower script
- Replies: 0
- Views: 1926
- Gender:
One Survival and one SuperPower script
Two scripts i wanted to share. And the scripts aren't important enough to merit 2 separate posts imo. #Fantastic Four This script was inspired from a request on Forums one year ago . Originally I had never intended to make the script, not because I thought it would be impossible, but because it wou...
- Thu Feb 09, 2023 1:48 am
- Forum: Custom Scripts
- Topic: #Tourney - A (very) simple Tournament Script
- Replies: 0
- Views: 1834
- Gender:
#Tourney - A (very) simple Tournament Script
Last year I replied to a topic made from DaxOttsel about a Tournament Script . Upon further thought I realised that wasn't actually a Tournament Script, it was more like a competitive Battle Royale. Anyway I decided to give it a shot at trying to make something simple. Since "Tournament" would pure...
- Sat Jan 28, 2023 3:05 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Mall needs some additions.
- Replies: 8
- Views: 6877
- Gender:
Re: Mall needs some additions.
Hi, Taking the top off to make room for more items? I'm reminded of platforms or furniture when I hear this (new objects would be nice at this point). Although I would prefer a less jerky approach, I don't understand why the elevators should be synced, and their speed is also fine. Hi, Maybe not Ne...
- Sun Dec 25, 2022 4:23 am
- Forum: Superfighters Deluxe ScriptAPI
- Topic: PlayerPortraits spawned with scripting show up with correct IProfile in Map Editor, but with a random one outside of it
- Replies: 2
- Views: 2021
- Gender:
Re: PlayerPortraits spawned with scripting show up with correct IProfile in Map Editor, but with a random one outside of
That sounds exactly like a bug. Plenty of things that work in the editor, but if you are hosting a real game scripts can fail. Just like if you spawn a player via PlayerSpawnTrigger and set his FacingDirection to (-1), in the editor it works, but hosted game it will always face toward (1). If i reca...
- Tue Dec 13, 2022 3:28 am
- Forum: Superfighters Deluxe
- Topic: How to know who activated Slomo in Pre-Alpha?
- Replies: 1
- Views: 1762
- Gender:
How to know who activated Slomo in Pre-Alpha?
I was reading through the old SFD updates blog post and found this: The Slow-Moving Update This got me thinking, if the game could tell who activated slowmo by making them faster and their projectiles, was it possible to know who the owner of the projectile was? I know the owner function of projecti...
- Tue Dec 13, 2022 1:20 am
- Forum: Answered ScriptAPI Topics
- Topic: Activating a button once a weapon is lifted OR giving a player a weapon
- Replies: 3
- Views: 2001
- Gender:
Re: Activating a button once a weapon is lifted OR giving a player a weapon
I didn't know this either, until i tried it....
At first i tried at writing a script but i'm glad that was totally unnecessary.
At first i tried at writing a script but i'm glad that was totally unnecessary.
- Mon Dec 12, 2022 3:14 am
- Forum: Answered ScriptAPI Topics
- Topic: Activating a button once a weapon is lifted OR giving a player a weapon
- Replies: 3
- Views: 2001
- Gender:
Re: Activating a button once a weapon is lifted OR giving a player a weapon
To make a trap in the map editor use triggers to create cinematic moments. I wouldn't use scripting as that's far too complex for smth simple. I made a small test map example. The treasure is the Katana. Here are some small clips i took -> https://imgur.com/a/JqnKdFY "OnDestroyTrigger" monitors the ...
- Sun Dec 11, 2022 3:58 am
- Forum: Superfighters Deluxe ScriptAPI
- Topic: [Guide] Making a Universal weapon spawn system script w. String
- Replies: 0
- Views: 1820
- Gender:
[Guide] Making a Universal weapon spawn system script w. String
Blacklisting/Whitelisting weapons via. String This is a bit more complex script, but it is useable in older and the current version of the game. My attempt at a universally cross compatible script that could theoretically still be updated for the future. This whole thing started as an experiment, a...
- Wed Nov 16, 2022 9:56 pm
- Forum: Custom Scripts
- Topic: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
- Replies: 18
- Views: 7315
- Gender:
Re: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
@phantom Ok, thank's to you this all finally was resolved. 🖥
@Odex64 With looping you mean the repeat of UpdateCallback? I don't have any experience using the ObjectCreation event, although it looked more efficient. I usually only make scripts that run for Beta. Thanks for the script.
@Odex64 With looping you mean the repeat of UpdateCallback? I don't have any experience using the ObjectCreation event, although it looked more efficient. I usually only make scripts that run for Beta. Thanks for the script.
- Tue Nov 15, 2022 1:34 am
- Forum: Custom Scripts
- Topic: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
- Replies: 18
- Views: 7315
- Gender:
Re: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
phantom Yooooo, nice work! Yeah we all have stuff to do at times, so no problem. I did a Script very similar to you, and i thought it worked good, then i merged it with my older script with the "Game.ClearWeaponSpawnChances();" and merged the old list "Game.UpdateWeaponSpawnChances(update);" i had ...
- Tue Nov 08, 2022 12:08 am
- Forum: Custom Scripts
- Topic: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
- Replies: 18
- Views: 7315
- Gender:
Re: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
I think the simple workout is this, As soon as a supplycrate spawns which will obviously say default type the script will remove it and spawn a new type whatever you want with randomized weapon. https://media.tenor.com/v8S_osquXPIAAAAC/speechless-steve-harvey.gif That's .... That's actually a good ...
- Sun Nov 06, 2022 11:07 pm
- Forum: Custom Scripts
- Topic: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
- Replies: 18
- Views: 7315
- Gender:
Re: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
Sorry, I can't read your entire post it's too time consuming You do realize i wrote all that to try to inform you that not everything in ScriptAPI is properly documented? But ok, just ignore my helpful input, it'll save you a lot of headaches later on. I am saying just write in one line what kind o...
- Sun Nov 06, 2022 10:01 pm
- Forum: Custom Scripts
- Topic: [REQUEST] No Throwing (script)
- Replies: 5
- Views: 2760
- Gender:
- Sat Nov 05, 2022 3:21 am
- Forum: Answered ScriptAPI Topics
- Topic: Can you see the script's own name using ScriptAPI?
- Replies: 3
- Views: 1566
- Gender:
Re: Can you see the script's own name using ScriptAPI?
You don't seem to be able to do it, and it sucks. That and not being able to return current game.version.
- Sat Nov 05, 2022 3:14 am
- Forum: Custom Scripts
- Topic: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
- Replies: 18
- Views: 7315
- Gender:
Re: [REQUEST] Script for custom weapon spawn chances + Ban some SupplyCrates
There's a way to check which type of supply crate it is, Check the SFD ScriptAPI. Did you read anything i even wrote? Or the code and tested it? The only part you need is the "public void SupplyCategory(TriggerArgs args)" , remove the unnecessary rest above. It's in IObjectSupplyCrate class. Do you...