hax that may be helpful in recording a tournament
Spectator:
######################################################### # [Spectator View] # # Public Ver 1.0 # ######################################################### # FORCE_BLINDING.COG # # Bin 27 # ######################################################### # ___ ___ ___ ____ ___ ___ ___ # # /__/ /__ / / /__ / _ /__/ / / /__ # # / /___ / / /___ /___/ / / /__ / /___ # # # #*******(C) 2002 by << EAH_XxLuNaTiKxX >>******# #****************Passes C/S********************# ######################################################### # Allows you to either spy (if you're one of those # # sneaky folk), or spectate and learn exactly how good # # gunners dodge and move. # # Hold down blinding to cycle through all the players # # and release it when the player's name comes up. # # It will turn off if you die or if you select another # # force power. # # Special Thanks to HydrO_SoLJaH for testing. # # -Dont Remove my Name. # ######################################################### symbols thing player local thing victim local thing potential local flex mana local flex cost=000.0 local int rank local int count local int retval=0 local int dummy local flex dot local flex maxDot local sound MaJiKSoUnD=ForceBlind01.WAV local template MaJiK=+force_blind local int active=0 local model small=remo.3do local model bomber=tieb.3do local template glue=manaboost local template test=ghost local message startup message activated message deactivated message pulse message timer message newplayer message killed message deselected message selected end # ======================================================================================== code startup: player = GetlocalPlayerThing(); Return; if(active) Return; mana = GetInv(player, 14); rank = GetInv(player, 27); if(mana >= cost) { victim = -1; active = 1; SetInvActivated(player, 27, 1); SetPulse(0.33); } Return; victim = -1; maxDot = 0; potential = FirstThingInView(player, 30 + 15 * rank, 8, 0x404); while(potential != -1) { if( HasLOS(player, potential) && (potential != player) && (VectorDist(GetThingPos(player), GetThingPos(potential)) <= (1 + rank)) && !(GetThingFlags(potential) & 0x200) && !(GetActorFlags(potential) & 0x100) && !((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) ) { dot = ThingViewDot(player, potential); if(dot > maxDot) { victim = potential; maxDot = dot; } } potential = NextThingInView(); } # ........................................................................................ ######################################################## # ___ ___ ___ ____ ___ ___ ___ # # /__/ /__ / / /__ / _ /__/ / / /__ # # / /___ / / /___ /___/ / / /__ / /___ # # # #*******(C) 2002 by << EAH_XxLuNaTiKxX >>*****# #****************Passes C/S****************# ######################################################## activated: if(GetNumPlayers() > 1) { none = 0; id = 0; SetInvActivated(player, 27, 1); SetPulse(1.0); pulse: max = GetNumPlayers(); id = id + 1; if(id == max) { id = 0; } victim = GetPlayerThing(id); jkStringClear(); jkStringConcatAsciiString("<< << Player To Spectate: "); jkStringConcatPlayerName(victim); jkStringConcatAsciiString(" >> >>"); jkStringOutput(player, -3); Return; } none = 1; Return; deactivated: if(!none && player != victim) { SetCameraFocus(0, victim); jkStringClear(); jkStringConcatAsciiString("Spectator View is on: "); jkStringConcatPlayerName(victim); jkStringConcatAsciiString("!!!"); jkStringOutput(player, -3); } SetInvActivated(player, 27, 0); SetPulse(0); Return; selected: Print("Spectator View"); Return; killed: newplayer: deselected: SetCameraFocus(0, player); Print("Spectator View OFF"); Return; ######################################################## # ___ ___ ___ ____ ___ ___ ___ # # /__/ /__ / / /__ / _ /__/ / / /__ # # / /___ / / /___ /___/ / / /__ / /___ # # # #****(C) 2002 by << EAH_XxLuNaTiKxX >>*****# #****************Passes C/S****************# ######################################################## x, x, x, x, x, x, X, x; x = '0.994 0.1109 0.0'; x(x, x, x); X = x(x, x); X(x, x), x(x, x); x(X, x, X, x); x(x, x); x(x, x); if(x(X(x), X(X)) > x) { x = x; x(X); x; } Return; 0, EAH; if((x == x) || (x() <= x(x()))) {} else {} if(x()) if(x && (x())) { if(!(x() & x)) '0.0 0.0 0.4'(); else { if(x & x) x(); }} Return; if(x()) Return; stop_power: Return; //end of shit section ######################################################## # ___ ___ ___ ____ ___ ___ ___ # # /__/ /__ / / /__ / _ /__/ / / /__ # # / /___ / / /___ /___/ / / /__ / /___ # # # #****(C) 2002 by << EAH_XxLuNaTiKxX >>*****# #****************Passes C/S*******************# ######################################################## end # EAH_XxLuNaTiKxX
No Tint Seeing:
# Jedi Knight Cog Script
#
# FORCE_SEEING.COG
#################################################################
# _________.__ __ .__ .____ .___ #
# / _____/|__|/ |_| |__ | | ___________ __| _/ #
# _____ | __ | | | / _ _ __ / __ | #
# / | || | | Y | |__( <_> ) | / /_/ | #
# /_______ /|__||__| |___| /____|_______ ____/|__| ____ | #
# / /_____/ / / #
#################################################################
# Silent, No Tint hax
# -AcidRain 2014.
# cost=30.0
symbols
thing player local
flex cost=1.0 local
flex mana local
sound seeingSound=ForceSee01.WAV local
sound seeingSound2=ForceSee02.WAV local
int channel=-1 local
int rank=0 local
int flags=0 local
int old_flags=0 local
int effectHandle=-1 local
message startup
message shutdown
message activated
message timer
message pulse
message newplayer
message killed
message selected
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
old_flags = GetMapModeFlags();
call stop_power;
Return;
# ........................................................................................
shutdown:
call stop_power;
Return;
# ........................................................................................
activated:
if(!IsInvActivated(player, 23))
{
mana = GetInv(player, 14);
if(mana >= cost)
{
if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost);
rank = GetInv(player, 23);
if(rank == 1) flags = 0xc; // players & actors
else if(rank == 2) flags = 0xc; // players & actors
else if(rank == 3) flags = 0x1c; // players & actors & items
else if(rank == 4) flags = 0x3c; // players & actors & items & projectiles
PlayMode(player, 24);
// Play activation sound
PlaySoundThing(seeingSound, player, 0.0, -1, -1, 0x80);
// Play loop sound at 0.0 volume and fade it in to 1.0 volume in 0.75 secs
channel = PlaySoundThing(seeingSound2, player, 0.0, -1, -1, 0x81);
ChangeSoundVol(channel, 0.0, 0.0);
effectHandle = newColorEffect(0, 0, 0, 0, 0, 0, 0, 0, 1.0, 1.0);
EnableIRMode(0.3 + 0.05 * rank, 1);
old_flags = GetMapModeFlags();
SetMapModeFlags(flags);
SetInvActivated(player, 23, 1);
SetTimerEx(5 + 5 * rank, 1, 0, 0);
SetPulse(0.5);
}
}
Return;
# ........................................................................................
timer:
call stop_power;
Return;
# ........................................................................................
pulse:
// check that the player didn't die
if(GetThingHealth(player) < 1)
{
call stop_power;
}
Return;
# ........................................................................................
selected:
jkPrintUNIString(player, 23);
Return;
# ........................................................................................
killed:
if(GetSenderRef() != player) Return;
newplayer:
call stop_power;
Return;
# ........................................................................................
stop_power:
SetPulse(0);
KillTimerEx(1);
if(channel != -1)
{
StopSound(channel, 0.1);
channel = -1;
}
if(effectHandle!=-1)
{
freeColorEffect(effectHandle);
effectHandle = -1;
}
// Don't disable IR mode if IR Goggles are on...
if(!IsInvActivated(player, 41))
DisableIRMode();
// Clear the map mode flags
ClearMapModeFlags(0xffff);
// and reset them to what they were.
SetMapModeFlags(old_flags);
SetInvActivated(player, 23, 0);
Return;
end
Invisible Toggle:
######################################################### # [Invisibility Toggle] # # PRIVATE Ver 1.0 # ######################################################### # FORCE_DESTRUCTION.COG # # Bin 33 # ######################################################### # ___ ___ ___ ____ ___ ___ ___ # # /__/ /__ / / /__ / _ /__/ / / /__ # # / /___ / / /___ /___/ / / /__ / /___ # # # #*******(C) 2002 by << EAH_XxLuNaTiKxX >>******# #****************Passes C/S********************# ######################################################### # Self-explanatory: toggles invisibility on and off. # # Note however, that if you die, you will become # # visible again, and after you respawn, you will have # # to activate force_destruction again to become # # invisible (stupid JK engine). # # This cog does not make any noise, and you do NOT need # # a FF player hack for this. # # *Requested by _LeGeNd_BaRT_. # # -Don't remove my name. # ######################################################### symbols thing player local template EAH1=+force_dest_p1 local template EAH2=+force_dest_p2 local template EAH3=+force_dest_p3 local template EAH4=+force_dest_p4 local sound destSound=ForceDestruct01.wav local flex cost=0.0 local flex mana local int rank local flex autoAimFOV=10 local message startup message activated message killed message selected message newplayer end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; mana = GetInv( player, 14 ); if(mana >= cost) { if(GetInv(player, 64)) activated: if(toggle) { Print("Invisibility Toggle OFF!"); killed: toggle = 0; SetInvActivated(player, 33, 0); SetThingCurGeoMode(player, 5); //ClearThingFlags(player, 0x10); } else { Print("Invisibility Toggle ON!"); toggle = 1; SetInvActivated(player, 33, 1); SetThingCurGeoMode(player, 0); //SetThingFlags(player, 0x10); } newplayer: SetInv(player, 33, 4), SetInvAvailable(player, 33, 4); } Return; selected: Print("Invisibility Toggle"), x; Return; end # EAH_XxLuNaTiKxX
Topic starter
Posted : 08/06/2014 2:09 am
