Author Topic: Requests: OSR-like RA and RepeatEvents event  (Read 819 times)

I'm not any scripter at ALL, so I was wondering if somebody could replace the script in the RA with the one in the OSR, except keep the original projectile scripting for the RA. In other words, I want the scoped script drom the Old School Rifle to be in the RA, but the RA keeps the script for the normal  projectile (a purplish, straight, fast moving projectile). Please don't flame, as this is a request for me, not necessarily a public file.

Imagine it like this:

Gun model of this:


Does this scoped:


Does this not-scoped:


Hope the images help you understand it.

So I don't make another thread, can someone make an output event called repeatevents [] []? I have needed this so many times, because I do a lot of intricate scripting, that repeats stuff. It would have a box after it where you put which events you need repeated, and another after that which states how many times it is repeated.
« Last Edit: July 07, 2009, 07:49:56 PM by Dapizzanator »

You can use relays for the repeating events

You can use relays for the repeating events
I know that, but most of the time I don't use relays and either have to restart or only make it do that one cycle.

Gikons models suck, just use the OSR. you wouldnt even be able to have a 'purplish trail projectile' because the OSR uses a hitscan.

Gikons models suck, just use the OSR. you wouldnt even be able to have a 'purplish trail projectile' because the OSR uses a hitscan.
I know it uses a hitscan, but for the purple projectile, it would be the no-scope shot (like firin the osr no scoped is a crappy shot). But this firing this no scoped would still make a fast purplish bullet, like the original RA does.


I know that, but most of the time I don't use relays and either have to restart or only make it do that one cycle.
Just use printcounts.
They can be used like counters, and don't have to be used only on prints, they can be used on regular bricks.

How might one use these events? Can you explain it a little more, I've never used them (those particular events),


How might one use these events? Can you explain it a little more, I've never used them (those particular events),
I haven't read the whole topic, but I have a feeling he means like
(time where you want this to happen)>self/named brick(name)>setprintcount/incprintcount>number of increase

If you have the print count events happening to the brick you're talking about it would be
onprintcountoverflow>self>fire relay
on relay>self>do what you wanted it to do
for the next lines you'd have the score increasing events
(time)>self>incprintcount>number of increase
(time)>self>incprintcount>number of increase
etc

If it's happening to another brick, both have to be named, and you'd just have to change the self to the named brick to get it to work right.
You'd have to edit this to work with the print counts and overflows for it to do what you wanted.

uuh... lemme try that, but what does number of increase mean?

Can anyone do the gun for me? Please?!

just a simple parrot that requires VCE v5
onactivate>self>decrementprintcount[9]
onactivate>self>decrementprintcount[1]
onprintcountunderflow>self>decrementprintcount[9]
onprintcountunderflow>self>decrementprintcount[1]
onprintcountunderflow>client>bottomprint"<color:ffffff>You said "<var:cl:lastmsg>".

I don't understand what those events are telling the brick to do (decrementbrickcount []?). I have no idea what they mean...