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Found 93 results

  1. Gun Game (v1.8) A simple progression-based game inspired by COD's Gun Game. Every kill rewards the player with a new weapon. The first player to reach the last weapon with 10 kills wins. [!] Note: This script is designed for maps with stock tags. See this game in action: IP: jericraft.net.nz:2309 Server name: Little NZ #2 | Gun Game Gun Game.lua
  2. Replace starting weapons with different weapons. The script must be made aware of what the actual starting weapons for the mode/map are in order for it to work. The script comes with an example of replacing generic starting equipment with sniper and rocket. It can also swap weapon slots by replacement, for example generic equipment is assault rifle as primary and pistol as secondary, you can set the replacements so that the pistol is primary and assault rifle is secondary. You can dynamically load this script or multiple different versions in the events.txt based on custom modes: event_start $mode:custom_mode_123 'lua_load "replace_starting_equipment"' event_end $mode:custom_mode_123 'lua_unload "replace_starting_equipment"' I used a function in this script from one of hrshaft's scripts from his pastebin get_tag_info() replace_starting_equipment.lua
  3. A fully integrated Halo 3 style ranking system for SAPP servers. Players earn credits for killing, scoring and achievements, such as sprees, kill-combos and more! Stats are permanently saved to a local database called ranks.json. Players are required to create a service record (account) in-game to use this mod. See the command syntax section on the release page for more information. RELEASE PAGE
  4. A throwback to the good old days. This is a script version of a mod made by Skelito, circa 06-09. SDTM was originally a series of modded maps with big explosions, visual improvements and even a skin pack; It was extremely popular back in the day. I have done my best to recreate it from scratch (minus the skin pack and visual improvements, as it's not a map pack), with all original custom portals and game mechanics. SDTM is designed for CTF game types but can be run on any mode. Please note: This mod is designed to run on maps with stock tags. This mod aims to make SDTM portable as players no longer need to download the modded maps to experience the thrill that SDTM has to offer. For server operators, installation instructions can be found at the bottom of the release page; Players don't need to do anything! Features: Powerful snipers that fire explosive bullets; Splash damage radius of 7-9 w/units. The rocket hog's weapon is more powerful. Shooting the ground nearby will allow you to hogatapult. Almost all weapons & vehicles have been buffed in one way or another (some insta-kill). Pistols can fire invisible bullets when you empty the mag and do not require reloading. Grenades are super powerful and can be thrown 5x further than normal. Custom hidden teleports on all stock maps. Integrated Custom teabag feature. Integrated custom vehicle spawn system. Custom pre-made game types for PC and CE (please use these!) Configuration: All config settings can be edited in ./SDTM/settings.lua Please see the RELEASE PAGE for download and installation instructions
  5. Tag

    Tag, you're it! This is a game involving two or more players. An initial game of tag is started by whacking a player - this player will become 'it' (the tagger). Their turn ends when they tag their first victim or their turn time is up; If the turn time lapses before they tag someone, a new random player will be chosen to be the new tagger. Features: - All runners have plasma rifles and the taggers have an oddball. The plasma rifle was a design choice, not a random decision, as it slows down the tagger when shot at. - You will accumulate 5 points every 10 seconds as a runner. - The score limit is 10,000. - Taggers get a 1.5x speed boost, runners have normal speed. - Tagging someone earns you 500 points. - Runners cannot earn points for killing. - This game mode is best played on medium & small maps: timberland bloodgulch damnation longest chillout carousel ratrace output prisoner wizard Beavercreek hangemhigh custom game types.zip Tag.lua
  6. A half-life implementation for Halo. Pick up and throw vehicles at each other! Works on all maps (including protected maps). To toggle Gravity Gun mode on or off, type /ggun [1/0 or true/false or on/off]. Shoot a vehicle (once) to pick it up. Shoot again to launch it Gravity Gun.lua
  7. Rage Quit: Announces a message when a player rage quits. Config: -- A player is considered raging if they quit -- before the grace period lapses after being killed: -- local grace = 5 -- Message output when a player rage quits: -- local output = '$name rage quit because of $killer' Rage Quit.lua
  8. Introducing a brand new, fully configurable Zombies game type. Current Version: 1.20 As this script is new, it's possible that there may be bugs. Please report any bugs and feedback here - script changelogs are posted on the same page. Introduction Players in zombies matches are split into two teams: Humans (red team) and Zombies (blue team). When a human dies, they switch to the zombie team. A human's goal is to remain alive (uninfected) until the end of the round, while a zombie's goal is to kill (infect) as many humans as possible. When only one human remains, that human becomes the "Last Man Standing". The Last Man Standing is given unique player traits; including a waypoint revealing their location to zombies, making survival an extreme challenge, among other traits. See more on traits in the features section below. The players who start a round as zombies are Alpha Zombies. Alpha Zombies have unique player traits to distinguish them from standard zombies. Standard Zombies are: Humans who have been infected. Players who joined after a game has already begun will get standard-zombie status. Humans who commit suicide will get standard-zombie status. Zombies have melee weapons at their disposal and are capable of killing humans in a single blow. Humans are given short - and medium-range firearms. Game Type Features: Team Balance: The players who start a round as zombies are Alpha Zombies. The script will dynamically determine how many Alpha Zombies there should be based on how many players are online. Zombies can be cured (on by default): A zombie needs 3 (default) consecutive kills to become human again. * You can configure the kill threshold. Nav Marker (off by default): When enabled, the last man standing will have a nav marker above his head. Note: The kill-in-order game type flag must be set to YES and the objectives indicator flag must also be set to NAV POINTS. Game Messages: Fully configurable game messages. Game Objects: Interaction with weapons, vehicles & equipment can be individually blocked/allowed for Red Team, Blue Team or both teams. Default: All objects are disabled for zombies except for health packs. Humans can use vehicles. Alpha Zombies will have to throw stickies on the vehicles to kill them. Teams: You can set the teams. Humans are on the red team by default. Zombies are on the blue team by default. But you can change that if you so desire. No Zombies Left? No Worries! When there are no zombies (suppose they all left), a timer will count down from 5 seconds (default). After the countdown lapses, a random Human will be selected to become a (standard) zombie. Game Start Delay The game requires a minimum of 2 (default) players online before a pre-game countdown from 5 (default) seconds is initiated. After which the map is reset and the game commences. Traits: Alpha Zombies: Speed 1.5x Health 2x Normal Health (200%) Respawn Time 1.5s Grenades 2x plasmas Weapon Plasma rifle Damage 10x normal damage Abilities Can camouflage while crouching Standard Zombies: Speed 1.4x Health Normal Health (100%) Respawn Time 2.5s Grenades 0 Weapon Skull (oddball) Damage 10x normal damage Abilities None Humans: Speed Normal speed (1) Health Normal Health (100%) Weapons Pistol, Shotgun, Assault Rifle Respawn Time 3s Grenades Two of each Damage 1x normal damage Abilities Can use Vehicles Last Man Standing: Speed 1.5x Health Normal Health (100%) Weapons Map default (no custom assignments) Respawn Time 1s Grenades Four of each Damage 2x normal damage Abilities Can use Vehicles and is capable of regenerating health by 0.0005 units per 30 ticks Please download Zombies on my GitHub release page (link below). The release contains three files: Zombies.lua (sapp script) Zombies-PC (custom game type) Zombies-CE (custom game type) DOWNLOAD PAGE
  9. Command Spy: Get notified when a player executes a command. Admins of level 1 or higher will be notified when someone executes a command originating from rcon or chat. Command Spy is enabled for all admins by default and can be turned on or off with /spy. Command(s) containing these words will not be seen: login admin_add sv_password change_password admin_change_pw admin_add_manually Example output: CMD Spy.lua
  10. Deploy super-explosive mines (disguised as health packs) while driving. - To Deploy a mine, press your flashlight key. - When an enemy walks/drives over them they explode. - You cannot die by your own mines. - Mines despawn after 60 seconds (by default). - Players spawn with 20 minutes per life. - Great for race servers. - Compatible with all game modes. This script is designed to work on maps with stock tags. Deployable Mines.lua ~edit, updated script with missing logic.
  11. Script Name: Market, for SAPP (PC & CE) Description: Earn money for killing and scoring. Use your money to buy the following: Type Command Price Catalogue Message Camouflage m1 $60 Duration: 30 seconds God Mode m2 $200 Duration: 30 seconds Grenades m3 $30 2x of each Overshield m4 $60 Shield Percentage: Full Shield Health m5 $100 Health Percentage: Full Speed Boost m6 $60 1.3x Teleport m7 $350 Teleport with flashlight key. Damage Boost m8 $500 1.3x damage infliction All purchase commands (including teleport) have a cooldown. Default: 60 seconds each. Command to view available items for purchase: /market Command to view current balance: /money Two available admin-override commands: 1. /deposit <pid> <amount> 2. /withdraw <pid> <amount> There are two versions of this script. -------------------------------------------------------------------------------------------------------------------------------- Version 1. Balances are permanently saved to a local database. Players are required to create an account (in-game) to use this script Account Management Commands: 1. /account create <username> <password> 2. /account login <username> <password> If you have an existing account, your balance will be restored when you log into your account. Some data is cached for a period of time, based on your IP address. If your IP changes or the server is restarted, you will have to log in again. If a user doesn't log into an account after 30 days, it's considered stale and will be deleted. This script requires that the following JSON library be installed on your server. Place in the same location as strings.dll & sapp.dll: http://regex.info/blog/lua/json -------------------------------------------------------------------------------------------------------------------------------- Version 2. Stats are reset at the beginning of each game and there is no account creation system. This version does not require the JSON library mentioned above. -------------------------------------------------------------------------------------------------------------------------------- PICK YOUR FLAVOUR: Download Page More features are planned for this script. Keep an eye out for regular updates on the GitHub.
  12. A custom vehicle spawner that works on any game mode. This was designed to fix a problem with vehicles that are created using spawn_object() or execute_command("spawn ... ") on race game types - they do not respawn at the origin x,y,z. NOTE: If you're using this on any RACE game type, you must set the game type flag "VEHICLE RESPAWN TIME" to NEVER. Made in response to this post. ~edit: Updated with a bug fix (vehicle respawn timer wasn't being reset when someone enters it). Vehicle Spawner.lua
  13. I was bored so I recorded a video of myself (with commentary) writing this script from scratch. Health Regeneration: Continuously regenerates your health every 1 second, so long as your health is below 1 unit. I wouldn't really recommend using this on a production server. It was created to give other people who're new to SAPP (and possibly Lua) an idea as to how this may be achieved. Health Regen.lua
  14. I was really bored and decided to record myself writing a custom teleport script from scratch (see the video here), just to see how long it would take. With this script, you input two sets of map coordinates and players can teleport between them. Teleports pairs are defined on a per-map basis. Simple script. Nothing to brag about. I was very tired when I wrote this so excuse the mistakes I made in the video (which I corrected as I went to be fair). And yes, I really do have addresses/offsets like 0xFFFFFFFF, 0x5C and 0x11C memorised. In fact, I have memorised 100s in Wizards Addresses and Offsets list (found here). Download: Custom Teleports.lua
  15. Melee Attack In Melee Attack, players are limited to melee-only combat and can only use an oddball (skull). Striking your opponent will insta-kill them. Settings: Set the score limit (default 25). Easily define the melee weapon (default: skull). Optionally prevent friendly fire (default: blocked) Define starting frag/plasma grenades (default: 0 each). Change player respawn time: (default 1 second) Object interactions with equipment, vehicles & weapons can be individually disabled or enabled for everyone or a defined team. Works on any game type. NOTE: If the melee weapon is the skull or flag, do not use this script on CTF or Oddball. See it in action: Server Name: Little NZ #3 | Melee Brawl IP: jericraft.net.nz:2310 Client: Halo: CE Game Modes: FFA & Team Slayer Map Voting: Yes Melee Attack.lua
  16. This is Team Defender from Call of Duty: Modern Warfare 3. A single flag will spawn somewhere on the map. One player must hold on to the flag for as long as possible, while his teammates defend him. The team holding the flag receives double points towards the match score. Players holding the flag will get +20 assist points for every kill that a teammate gets. The flag respawns after 15 seconds if not held. Works on custom most maps (incl protected maps) Current version: 1.5 NOTE: Designed for Team Slayer. See it in action: Server Name: Little NZ #8 | Team Defender IP: jericraft.net.nz:2315 Client: Halo: CE Map Voting: Yes Team Defender.lua
  17. This script should grant all players the ability to mark a location and teleport to it by pressing the flashlight button in any gamemode -- Configurations -- Warn players about the teleport feature: local warnpl = true -- Keyword for saving location local keyword = "mark" -- Message to use local mssg = "'Type " .. keyword .. " to save location and press flashlight to teleport to it!'" -- Message for location successfully saved local ssl = "'Place marked.'" -- Disable teleport after entering vehicle? local distp = true -- Message to use after successful teleport local sctpmsg = "'Teleported.'" -- Message to use upon trying to teleport without saving a location local nosvlc = "'You did not mark a place!'" -- Message to warn player that teleport is no longer available local tpnla = "'You used a vehicle, teleporting is no longer available.'" -- PS: Never use ' (single quote) in any of those configuration messages -- If you have to say something like "didn't", "won't", say "did not" or "will not" instead. teleflashlight.lua
  18. This is Kill Confirmed from Call of Duty: Modern Warfare 3. Teams score by collecting dog tags (skulls) that enemies drop upon death. The first team to 65 points wins (or the team with the most points after the game time runs out). Dog tags (skulls) will despawn after 30 seconds (configurable). Players will not be penalized points for suicide. NOTE: This script is designed to be run on TEAM SLAYER. See it in action: Server Name: Little NZ #2 | Kill Confirmed IP: jericraft.net.nz:2309 Client: Halo: CE Click to download: Merry Christmas, everybody. Enjoy! There may or may not be bugs as I wrote this script in 1 hour and it hasn't been heavily tested but should work fine. Your feedback is appreciated. Kill Confirmed.lua
  19. More info here: https://github.com/Nickzster/Halo-Lua-Projects/tree/master/Raids Hey everyone, so I've been working on this with my bud Ender (GoldyDeWise) for the past couple of weeks, and I think it is in a good state to demonstrate. You can watch the video here: Feel free to leave any feedback or suggestions! Documentation, copied from the github page: What is Raids? Raids is a dungeon-styled gametype for Halo Custom Edition, in which players must work together to defeat bosses. Classes Each class in Raids serves a function that is essential to killing the boss. Each class has a set of weapons to choose from, and an ultimate ability. Players can also use equipment to enhance their player with passive effects, like damage boosting, damage reducing, dodging, and critical strike chance. Spartan (Tank) Purpose: To hold agro, and have the boss attack them Max Health: 500 Ultimate Ability: God mode for 10 seconds Ultimate Ability cooldown: 90 seconds. Medic (Healer) Purpose: To heal other players Max Health: 100 Ultimate Ability: Heal all players nearby to full health. Ultimate Ability cooldown: 75 seconds. Special Notes: Healers can shoot friendly players to heal them, and shoot bosses to deal damage. Soldier (DPS) Purpose: To deal damage to the boss. Max Health: 100 Ultimate Ability: Bottomless clip for 10 seconds. Ultimate Ability cooldown: 60 seconds. Valiant (Gunslinger) Purpose: To deal damage to the boss from a distance. Max Health: 100 Ultimate Ability: Active camoflage for 30 seconds. Ultimate Ability cooldown: 90 seconds Special Notes: Is an elite. Bandolier Purpose: To deal sustained damage to the boss. Max Health: 100 Ultimate Ability: Fill all nearby player's ammo to full capacity Ultimate Ability cooldown: 75 seconds. COMMANDS /class <classname> | changes your class to <classname> /loadout <primary> <secondary> | changes your current class's loadout to <primary> and <secondary> /equip <equipment> | equip <equipment> to your player /ult | Activates your ultimate ability. You can press flashlight key to activate this now! /greed | Perform a greed roll for a boss drop. /need | Perform a need roll for a boss drop. /whoami | Prints your current class /moreinfo <item> | Read more information about a specified item in the mod RAID SIZES The raid will automatically scale depending on the number of players present. Here are some metrics you can expect depending on the number of players Extra Small Raid 0 - 3 players 1 Tank Allowed 1 Healer Allowed 1 Bandolier Allowed Boss Health is scaled at 1.0 normal health. If a boss has 1000 health, then the boss will have 1000 health in an extra small raid. Small Raid 4 - 5 Players 1 Tank Allowed 1 Healer Allowed 1 Bandolier Allowed Boss Health is scaled at 1.5 normal health. If a boss has 1000 health, then the boss will have 1500 health in a small raid. Medium Raid 6 - 10 Players 1 Tank is allowed 2 Healers are allowed 1 Bandolier is allowed Boss Health is scaled at 3.0 normal health. If a boss has 1000 health, then the boss will have 3000 health in a medium raid. Large Raid 11 - 12 Players 2 Tanks are allowed 2 Healers are allowed 1 Bandolier is allowed Boss Health is scaled at 5.0 normal health If a boss has 1000 health, then the boss will have 5000 health in a large raid Extra Large Raid 13 - 15 Players 2 Tanks are allowed 2 Healers are allowed 2 Bandoliers are allowed Boss Health is scaled at 10.0 normal health If a boss has 1000 health, then they will have 10,000 health in an extra large raid. Crates Crates are physical entities that players can find in the map. They come in three different flavors: Iron Crate Drops Equipment based items. Gold Crate Drops Armor based items. Crystal Crate Drops Weapon based items.
  20. CUSTOM MAP VOTE SYSTEM: This script is a drop-in replacement for SAPP's built-in voting system. - features - 1). Cast and re-cast your vote! 2). Ability to show more than 6 map vote options. 3). Configurable messages 4). Full control over script timers: * Time until map votes are shown (after game ends). * Time until votes are calculated (after game ends). * Time until until map cycle (after PGCR screen is shown) - notes - 1). You will need to import your map vote settings from mapvote.txt 2). This script will disable SAPP's built-in map vote setting automatically. 3). Map skipping will still work and the skip ratio is defined in the config. ------------------------------------------------------------------------------ See config section for more information. For full details including configuration and download link, please see this page. If you have trouble setting this up, please PM me on Discord (ID in my Sig) To see this script in action, see this video: ~edit 4/05/2021 @ 10:00PM NZST: This script was updated just now with a couple of bug fixes and some changes to the script documentation. ~edit 4/05/2021 @ 13:43PM NZST: Updated with a fix for a bug (described below) The bug: Suppose we have an array of 7 maps but we want to show a maximum of 5 maps when the game ends. At the end of game 1, the script will display the first 5 maps in the array. At the end of game 2, the script will display the remaining 2 but not loopback and include the first 3 (for a total of 5) of the first group. This has been fixed. ~edit 6/10/2021 @ 14:41PM NZST: Fixed a bug preventing manual map loading from working.
  21. Script: Play Time Description: Display your playtime with a simple command: /playtime [number: 1-16] | */all | me Playtime is the total time you have spent on the server during its lifetime. This script will also show how many times you have joined the server. -----[!] IMPORTANT [!] ----- This script requires that the following json library is installed to the servers root directory: link Technical Note: Playtime data will only begin to be collected from the moment you install the script. Play Time.lua
  22. Frag Nation, for SAPP (PC & CE) Description: Frag Nation is a grenade only mini-game. Each player is given two of each grenade and an empty plasma pistol. Every time you kill a player (with a grenade), you will be rewarded with a grenade(s). If you have no grenades, you will be limited to melee-combat. * Refer to config section for more info. Features: Set the number of starting grenades (on spawn) Define primary weapon (default: plasma pistol) Change ammo, mag & battery for the primary weapon (no ammo by default) Prevent interaction with map objects (weapons, vehicles, equipment) Prevent map objects from spawning at all (weapons, vehicles, equipment) Optional kill message: i.e, "+2 frags, +1 plasma" Grenade Bonuses (per kill): frag explosion (+1) plasma explosion (+1) sticky plasma (+2) Download Link
  23. This is a gametype similar to GMod's prophunt. One team turns into scenery objects and hides, the other must find them all. The script should work on any unprotected map that has scenery objects in it. THIS GAMETYPE REQUIRES ALL PLAYERS TO HAVE THE CHIMERA SCRIPT! Download Chimera script: prophunt_client.lua Download SAPP script: prophunt_server.lua Download the gametype: prophunt.zip If the Chimera script isn't working try installing an old version of chimera (-581) instead. Read this if you don't know how to install scripts:
  24. Updated the script because the version I had here before was send servers into a loop of executing sv_map_next after one game had been played. And I finally felt like it. Features: - Sprint. - Team sides. - Spawn timers. - Speed settings. - Scoring system. - Damage settings. - Lastman settings. - Death messages. - Team weapons. - Last man next zombie. Zombies/Infection Script Download: Pastebin - Zombies 4.0 Public Zombies/Infection Gametypes Download: Zombies Gametypes.zip Updates: [28/06/2017] - Rewrote the script. Note: Not everything the original script contained has been added to this version due to possible stability issues reported to me by the ASH clan (whom are using/testing for me.) All though this very well just be tied to their servers and not the features in the script.
  25. This script will allow you to drive as a gunner (and more.) Features: - Drive as gunner - Drive as passenger If there is no driver: (and drive as passenger is false) - Set passenger in driver seat If there is a driver: - Set passenger in gunner seat Download - Seat Mod