a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
capslock is the name, yes.
The names of some other keys can be found in \ns\gfx\shell\kb_keys.lst (open with a text viewer). It doesn't seem to be a complete list, though, as I just checked and it doesn't include capslock.
nice post...but.. I need help i dont know were i get he scripts <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Here's a code include file I used to use when coding small for server plugins. It has many useful things in it even if you're not making a server plugin, and, if you are, don't be afraid to take it. It may be a little outdated (I haven't touched AMXx since they changed the name of the language), but I'm pretty certain most of it won't have changed.
It won't let me attach it (no space for a couple kB of includes?) so here's the thing: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->/* General NS defines
By: ReK_ */
#if defined REK_INC #endinput #endif #define REK_INC
#define DEFAULT "1" #define ERROR -1
/* These are in ns_const.inc, included for easy reference // entity pev->iuser4 fields enum { MASK_NONE = 0, MASK_SIGHTED = 1, MASK_DETECTED = 2, MASK_BUILDABLE = 4, MASK_BASEBUILD0 = 8, // Base build slot #0 MASK_WEAPONS1 = 8, // Marine weapons 1 MASK_CARAPACE = 8, // Alien carapace MASK_WEAPONS2 = 16, // Marines weapons 2 MASK_REGENERATION = 16, // Alien regeneration MASK_BASEBUILD1 = 16, // Base build slot #1 MASK_WEAPONS3 = 32, // Marine weapons 3 MASK_REDEMPTION = 32, // Alien redemption MASK_BASEBUILD2 = 32, // Base build slot #2 MASK_ARMOR1 = 64, // Marine armor 1 MASK_CELERITY = 64, // Alien celerity MASK_BASEBUILD3 = 64, // Base build slot #3 MASK_ARMOR2 = 128, // Marine armor 2 MASK_ADRENALINE = 128, // Alien adrenaline MASK_BASEBUILD4 = 128, // Base build slot #4 MASK_ARMOR3 = 256, // Marine armor 3 MASK_SILENCE = 256, // Alien silence MASK_BASEBUILD5 = 256, // Base build slot #5 MASK_JETPACK = 512, // Marine jetpacks MASK_CLOAKING = 512, // Alien cloaking MASK_BASEBUILD6 = 512, // Base build slot #6 MASK_FOCUS = 1024, // Alien focus MASK_MOTION = 1024, // Marine motion tracking MASK_BASEBUILD7 = 1024, // Base build slot #7 MASK_SCENTOFFEAR = 2048, // Alien scent of fear MASK_DEFENSE2 = 4096, // Defense level 2 MASK_DEFENSE3 = 8192, // Defense level 3 MASK_ELECTRICITY = 8192, // Electricy MASK_MOVEMENT2 = 16384, // Movement level 2, MASK_MOVEMENT3 = 32768, // Movement level 3 MASK_HEAVYARMOR = 32768, // Marine heavy armor MASK_SENSORY2 = 65536, // Sensory level 2 MASK_SENSORY3 = 131072, // Sensory level 3 MASK_ALIEN_MOVEMENT = 262144, // Onos is charging MASK_WALLSTICKING = 524288, // Flag for wall-sticking MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream MASK_UMBRA = 2097152, // In umbra MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested MASK_RECYCLING = 8388608, // Building is recycling MASK_TOPDOWN = 16777216, // Commander view MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp MASK_ENSNARED = 67108864, // Webbed MASK_ALIEN_EMBRYO = 268435456, // Gestating MASK_SELECTABLE = 536870912, // <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> MASK_PARASITED = 1073741824, // Parasite flag MASK_SENSORY_NEARBY = 2147483648 // Sensory chamber in range }
//Class nums used by pev->iuser3 and ScoreInfo, the ones in ns_const are only applicable to ns_get_class() enum { PCLASS_READYROOM = 0, PCLASS_MARINE, PCLASS_JETPACK, PCLASS_HEAVY, PCLASS_SKULK, PCLASS_GORGE, PCLASS_LERK, PCLASS_FADE, PCLASS_ONOS, PCLASS_DIGESTING, PCLASS_GESTATE, PCLASS_DEADMARINE, PCLASS_DEADALIEN, PCLASS_COMMANDER, PCLASS_REINFORCING, PCLASS_SPECTATOR }
//Marines //Communications #define COM_FOLLOWME 7 //Follow me #define COM_COVERING 8 //Covering you #define COM_TAUNT 9 //Marine taunt #define COM_REQHEALTH 10 //Request a medpack #define COM_REQAMMO 11 //Request an ammopack #define COM_INPOSITION 12 //In postition #define COM_ENEMYHERE 13 //Enery spotted #define COM_MOVEOUT 14 //Move out #define COM_ALLCLEAR 15 //All clear #define COM_REQORDER 80 //Request order #define COM_ACKNOWLEDGE 81 //Acknowledge
//Commander #define COMM_CONSOLE 75 //Only seems to happen when in CC and a marine? #define COMM_INCHAIR 82 //Evidentally means you're in a CC (Gets spammed every frame) #define COMM_MINIMAP 83 //Minimap clicking #define COMM_SCROLL 84 //Scrolling #define COMM_MENUCLICK 96 //Menus (Adv, Assist, Equip Etc) #define COMM_SELECTALL 105 //Select all marines #define COMM_BEACON 30 //Beacon #define COMM_SCAN 53 //Scan
//Buildings #define BUILD_IP 40 //Buy an IP #define BUILD_RTM 41 //Buy a marine resource tower #define BUILD_TF 43 //Buy a turret factory #define BUILD_AL 45 //Buy an arms lab #define BUILD_pl 46 //Buy a prototype lab #define BUILD_AR 48 //Buy an armoury #define BUILD_OB 51 //Buy an observatory #define BUILD_PG 55 //Buy a phase gate #define BUILD_TU 56 //Buy a turret #define BUILD_ST 57 //Buy a siege cannon #define BUILD_CC 58 //Buy a command chair
//Equipment #define DROP_CP 27 //Drop a catalyst pack #define DROP_HA 38 //Drop a heavy armour suit #define DROP_JP 39 //Drop a jetpack #define DROP_HP 59 //Drop a medpack #define DROP_AP 60 //Drop an ammopack #define DROP_MINE 61 //Drop a mine pack #define DROP_WELD 62 //Drop a welder #define DROP_SHOT 64 //Drop a shotgun #define DROP_HMG 65 //Drop an HMG #define DROP_GL 66 //Drop a GL
//Other #define NEXTWEP 1 //Switch to the next weapon #define RELOAD 2 //Reload #define DROP_WEAPON 3 //Drop current weapon #define VOTE_EJECT 6 //Vote to eject the commander
//Combat-specific //Aliens #define UPGRADE_AB1 118 //Buy the second hive ability #define UPGRADE_AB2 126 //Buy the third hive ability
#define XPSHARE_RADIUS 522 //Maximum distance from the killer to share xp
//Return level of a player stock ns_get_level(id) return floatround(floatsqroot(ns_get_xp(id) / 25 + 2.21) - 1);
//Return the experience required for a level stock ns_get_xpreq(level) return (((level + 2) * (level - 1) * 25) + 1);
//Amount of XP gained for killing an opponent of a specific level, stock ns_get_xpgained(victimLevel) return ((victimLevel * 10) + 50);
//Number of clips in reserve stock ns_get_clips(weapon, ammo) { switch(weapon) { case WEAPON_LMG: return ammo/CLIP_LMG; case WEAPON_PISTOL: return ammo/CLIP_PISTOL; case WEAPON_SHOTGUN: return ammo/CLIP_SHOTGUN; case WEAPON_HMG: return ammo/CLIP_HMG; case WEAPON_GRENADE_GUN: return ammo/CLIP_GRENADE_GUN; }
<!--quoteo(post=1575453:date=Nov 10 2006, 05:32 AM:name=AnAkIn)--><div class='quotetop'>QUOTE(AnAkIn @ Nov 10 2006, 05:32 AM) [snapback]1575453[/snapback]</div><div class='quotemain'><!--quotec--> its not the right forum, scripting isnt AMXX Scripting but scripting with cvars and commands <!--QuoteEnd--></div><!--QuoteEEnd-->
you missed my point. whether its in enums or plaintext, it shows you all the constants, and all of these (well, most) can be used in the console
oh, and may as well do this: im not going to be updating my script pack anymore, so everyone feel free to scrounge whatever you want from it.
Can anyone tell me if the impulses for buying upgrades as comm (eg impulse 20 thru 25 buy arms lab upgrades) actually work? I have tried binding them and typing them into console and it doesn't do anything. I've tried it with the relevant structure selected and unselected but it never works. Has anyone got these to or have they been removed/never worked?
OK but surely phase tech and electrification aren't for combat? Just to clarify what I'm talking about it's this section from the list on post #37 of this thread:
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
The commander could never use impulse commands to perform menu actions. In 1.04 he could use hotkeyn commands, but not since.
Those numbers seem to be internal designations, though I'm not really familiar at all with plugin-scripting in NS. In any case, those that apply only to the commander are not useful unless you are writing plugins.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->cl_nodelta cl_nopred cl_pred_fraction cl_pred_link cl_pred_maxtime cl_print_custom gl_smoothmodels mp_falldamage<!--c2--></div><!--ec2--> ...oh there are so much, don't have time to write all ^^
<!--quoteo(post=1614190:date=Mar 14 2007, 12:16 AM:name=YoungTrotsky)--><div class='quotetop'>QUOTE(YoungTrotsky @ Mar 14 2007, 12:16 AM) [snapback]1614190[/snapback]</div><div class='quotemain'><!--quotec--> OK but surely phase tech and electrification aren't for combat? Just to clarify what I'm talking about it's this section from the list on post #37 of this thread:
It says it might be outdated so I'm guessing some of these have been scrapped since. <!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, those are internal calls used by the engine, they are blocked from the client console. They are still useful for scripts as a way to detect when a building/upgrade is purchased (you can hook the impulse calls and compare the values passed to do things like modify a building as soon as it spawns, etc). For example, the plugin that returns NS 3.0 to the gameplay balance of 1.04 (No RfK, no electrification, alien lifeforms still chained to the hives) hooked impulse 36 and blocked the request before it ever got into the engine, effectively disabling electrification. It also hooked the alien's evolve impulses and triggered a check on the current number of hives, and would similarly block the client's request to evolve if there weren't enough hives for the lifeform. The RfK fix was quite a bit more complicated. It's easy to modify the resources of the aliens through metamod, yet the marine team stores its current resources in active memory and for the longest time we had no way of modifying it, only reading it. I believe a solution was found right around the time I left, involving intrusive memory manipulation using the variable's offset in server RAM, quite low-level.
Comments
nope, texture gamma
lower is brighter, reload map when you change it
The names of some other keys can be found in \ns\gfx\shell\kb_keys.lst (open with a text viewer). It doesn't seem to be a complete list, though, as I just checked and it doesn't include capslock.
It won't let me attach it (no space for a couple kB of includes?) so here's the thing:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->/*
General NS defines
By: ReK_
*/
#if defined REK_INC
#endinput
#endif
#define REK_INC
#define DEFAULT "1"
#define ERROR -1
/* These are in ns_const.inc, included for easy reference
// entity pev->iuser4 fields
enum {
MASK_NONE = 0,
MASK_SIGHTED = 1,
MASK_DETECTED = 2,
MASK_BUILDABLE = 4,
MASK_BASEBUILD0 = 8, // Base build slot #0
MASK_WEAPONS1 = 8, // Marine weapons 1
MASK_CARAPACE = 8, // Alien carapace
MASK_WEAPONS2 = 16, // Marines weapons 2
MASK_REGENERATION = 16, // Alien regeneration
MASK_BASEBUILD1 = 16, // Base build slot #1
MASK_WEAPONS3 = 32, // Marine weapons 3
MASK_REDEMPTION = 32, // Alien redemption
MASK_BASEBUILD2 = 32, // Base build slot #2
MASK_ARMOR1 = 64, // Marine armor 1
MASK_CELERITY = 64, // Alien celerity
MASK_BASEBUILD3 = 64, // Base build slot #3
MASK_ARMOR2 = 128, // Marine armor 2
MASK_ADRENALINE = 128, // Alien adrenaline
MASK_BASEBUILD4 = 128, // Base build slot #4
MASK_ARMOR3 = 256, // Marine armor 3
MASK_SILENCE = 256, // Alien silence
MASK_BASEBUILD5 = 256, // Base build slot #5
MASK_JETPACK = 512, // Marine jetpacks
MASK_CLOAKING = 512, // Alien cloaking
MASK_BASEBUILD6 = 512, // Base build slot #6
MASK_FOCUS = 1024, // Alien focus
MASK_MOTION = 1024, // Marine motion tracking
MASK_BASEBUILD7 = 1024, // Base build slot #7
MASK_SCENTOFFEAR = 2048, // Alien scent of fear
MASK_DEFENSE2 = 4096, // Defense level 2
MASK_DEFENSE3 = 8192, // Defense level 3
MASK_ELECTRICITY = 8192, // Electricy
MASK_MOVEMENT2 = 16384, // Movement level 2,
MASK_MOVEMENT3 = 32768, // Movement level 3
MASK_HEAVYARMOR = 32768, // Marine heavy armor
MASK_SENSORY2 = 65536, // Sensory level 2
MASK_SENSORY3 = 131072, // Sensory level 3
MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
MASK_WALLSTICKING = 524288, // Flag for wall-sticking
MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream
MASK_UMBRA = 2097152, // In umbra
MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
MASK_RECYCLING = 8388608, // Building is recycling
MASK_TOPDOWN = 16777216, // Commander view
MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
MASK_ENSNARED = 67108864, // Webbed
MASK_ALIEN_EMBRYO = 268435456, // Gestating
MASK_SELECTABLE = 536870912, // <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
MASK_PARASITED = 1073741824, // Parasite flag
MASK_SENSORY_NEARBY = 2147483648 // Sensory chamber in range
}
enum {
CLASS_UNKNOWN = 0,
CLASS_SKULK,
CLASS_GORGE,
CLASS_LERK,
CLASS_FADE,
CLASS_ONOS,
CLASS_MARINE,
CLASS_JETPACK,
CLASS_HEAVY,
CLASS_COMMANDER,
CLASS_GESTATE,
CLASS_DEAD, //ALso used for spectators
CLASS_NOTEAM
}
enum {
WEAPON_NONE = 0,
WEAPON_CLAWS,
WEAPON_SPIT,
WEAPON_SPORES,
WEAPON_SPIKE,
WEAPON_BITE,
WEAPON_BITE2,
WEAPON_SWIPE,
WEAPON_WEBSPINNER,
WEAPON_METABOLIZE,
WEAPON_PARASITE,
WEAPON_BLINK,
WEAPON_DIVINEWIND,
WEAPON_KNIFE,
WEAPON_PISTOL,
WEAPON_LMG,
WEAPON_SHOTGUN,
WEAPON_HMG,
WEAPON_WELDER,
WEAPON_MINE,
WEAPON_GRENADE_GUN,
WEAPON_LEAP,
WEAPON_CHARGE,
WEAPON_UMBRA,
WEAPON_PRIMALSCREAM,
WEAPON_BILEBOMB,
WEAPON_ACIDROCKET,
WEAPON_HEALINGSPRAY,
WEAPON_GRENADE,
WEAPON_STOMP,
WEAPON_DEVOUR,
WEAPON_MAX
}
enum {
HIVETRAIT_NONE = 0,
HIVETRAIT_DC = 92,
HIVETRAIT_SC = 93,
HIVETRAIT_MC = 94
}
*/
//Class nums used by pev->iuser3 and ScoreInfo, the ones in ns_const are only applicable to ns_get_class()
enum {
PCLASS_READYROOM = 0,
PCLASS_MARINE,
PCLASS_JETPACK,
PCLASS_HEAVY,
PCLASS_SKULK,
PCLASS_GORGE,
PCLASS_LERK,
PCLASS_FADE,
PCLASS_ONOS,
PCLASS_DIGESTING,
PCLASS_GESTATE,
PCLASS_DEADMARINE,
PCLASS_DEADALIEN,
PCLASS_COMMANDER,
PCLASS_REINFORCING,
PCLASS_SPECTATOR
}
//Weapon ammo defines
//Clip sizes
#define CLIP_LMG 50
#define CLIP_PISTOL 10
#define CLIP_SHOTGUN 8
#define CLIP_HMG 125
#define CLIP_GRENADE_GUN 4
//Max carrying capacity
#define MAX_LMG 250
#define MAX_PISTOL 30
#define MAX_SHOTGUN 40
#define MAX_HMG 250
#define MAX_GRENADE_GUN 30
//Impulse list
//Aliens
//Upgrades
#define UPGRADE_CARAP 101 //Buy carapace
#define UPGRADE_REGEN 102 //Buy regeneration
#define UPGRADE_REDEM 103 //Buy redemption
#define UPGRADE_CELER 107 //Buy celerity
#define UPGRADE_ADREN 108 //Buy adrenaline
#define UPGRADE_SILEN 109 //Buy silence
#define UPGRADE_CLOAK 110 //Buy cloaking
#define UPGRADE_FOCUS 111 //Buy focus
#define UPGRADE_SCENT 112 //Buy scent of fear
//Buildings
#define BUILD_RTA 90 //Buy an alien resource tower
#define BUILD_OC 91 //Buy an offense chamber
#define BUILD_DC 92 //Buy a defense chamber
#define BUILD_SC 93 //Buy a sensory chamber
#define BUILD_MC 94 //Buy a movement chamber
#define BUILD_HV 95 //Buy a hive
//Evolve lifeforms
#define EVOLVE_SKULK 113 //Evolve to skulk
#define EVOLVE_GORGE 114 //Evolve to gorge
#define EVOLVE_LERK 115 //Evolve to lerk
#define EVOLVE_FADE 116 //Evolve to fade
#define EVOLVE_ONOS 117 //Evolve to onos
//Communications
#define COM_CHUCKLE 7 //Alien taunt
#define COM_REQHEALING 8 //Request healing
//Marines
//Communications
#define COM_FOLLOWME 7 //Follow me
#define COM_COVERING 8 //Covering you
#define COM_TAUNT 9 //Marine taunt
#define COM_REQHEALTH 10 //Request a medpack
#define COM_REQAMMO 11 //Request an ammopack
#define COM_INPOSITION 12 //In postition
#define COM_ENEMYHERE 13 //Enery spotted
#define COM_MOVEOUT 14 //Move out
#define COM_ALLCLEAR 15 //All clear
#define COM_REQORDER 80 //Request order
#define COM_ACKNOWLEDGE 81 //Acknowledge
//Commander
#define COMM_CONSOLE 75 //Only seems to happen when in CC and a marine?
#define COMM_INCHAIR 82 //Evidentally means you're in a CC (Gets spammed every frame)
#define COMM_MINIMAP 83 //Minimap clicking
#define COMM_SCROLL 84 //Scrolling
#define COMM_MENUCLICK 96 //Menus (Adv, Assist, Equip Etc)
#define COMM_SELECTALL 105 //Select all marines
#define COMM_BEACON 30 //Beacon
#define COMM_SCAN 53 //Scan
//Buildings
#define BUILD_IP 40 //Buy an IP
#define BUILD_RTM 41 //Buy a marine resource tower
#define BUILD_TF 43 //Buy a turret factory
#define BUILD_AL 45 //Buy an arms lab
#define BUILD_pl 46 //Buy a prototype lab
#define BUILD_AR 48 //Buy an armoury
#define BUILD_OB 51 //Buy an observatory
#define BUILD_PG 55 //Buy a phase gate
#define BUILD_TU 56 //Buy a turret
#define BUILD_ST 57 //Buy a siege cannon
#define BUILD_CC 58 //Buy a command chair
//Building upgrades
#define UPGRADE_ARM1 20 //Buy armour 1
#define UPGRADE_ARM2 21 //Buy armour 2
#define UPGRADE_ARM3 22 //Buy armour 3
#define UPGRADE_WEP1 23 //Buy weapons 1
#define UPGRADE_WEP2 24 //Buy weapons 2
#define UPGRADE_WEP3 25 //Buy weapons 3
#define UPGRADE_SCUP 26 //Buy siege cannon upgrade
#define UPGRADE_JPUP 28 //Buy jetpack upgrade
#define UPGRADE_HAUP 29 //Buy heavy armour upgrade
#define UPGRADE_MTUP 33 //Buy motion tracking
#define UPGRADE_PGUP 34 //Buy phase tech
#define UPGRADE_ELEC 36 //Buy electrification
#define UPGRADE_NADE 37 //Buy hand grenades
#define UPGRADE_CATS 47 //Buy catalyst
#define UPGRADE_AAUP 49 //Buy advanced armoury
//Equipment
#define DROP_CP 27 //Drop a catalyst pack
#define DROP_HA 38 //Drop a heavy armour suit
#define DROP_JP 39 //Drop a jetpack
#define DROP_HP 59 //Drop a medpack
#define DROP_AP 60 //Drop an ammopack
#define DROP_MINE 61 //Drop a mine pack
#define DROP_WELD 62 //Drop a welder
#define DROP_SHOT 64 //Drop a shotgun
#define DROP_HMG 65 //Drop an HMG
#define DROP_GL 66 //Drop a GL
//Other
#define NEXTWEP 1 //Switch to the next weapon
#define RELOAD 2 //Reload
#define DROP_WEAPON 3 //Drop current weapon
#define VOTE_EJECT 6 //Vote to eject the commander
//Combat-specific
//Aliens
#define UPGRADE_AB1 118 //Buy the second hive ability
#define UPGRADE_AB2 126 //Buy the third hive ability
//Marines
#define UPGRADE_ARMUP1 20 //Buy armour 1
#define UPGRADE_ARMUP2 21 //Buy armour 2
#define UPGRADE_ARMUP3 22 //Buy armour 3
#define UPGRADE_WEPUP1 23 //Buy weapons 1
#define UPGRADE_WEPUP2 24 //Buy weapons 2
#define UPGRADE_WEPUP3 25 //Buy weapons 3
#define UPGRADE_RESUPP 31 //Buy resupply
#define XPSHARE_RADIUS 522 //Maximum distance from the killer to share xp
//Return level of a player
stock ns_get_level(id)
return floatround(floatsqroot(ns_get_xp(id) / 25 + 2.21) - 1);
//Return the experience required for a level
stock ns_get_xpreq(level)
return (((level + 2) * (level - 1) * 25) + 1);
//Amount of XP gained for killing an opponent of a specific level,
stock ns_get_xpgained(victimLevel)
return ((victimLevel * 10) + 50);
//Number of clips in reserve
stock ns_get_clips(weapon, ammo)
{
switch(weapon)
{
case WEAPON_LMG:
return ammo/CLIP_LMG;
case WEAPON_PISTOL:
return ammo/CLIP_PISTOL;
case WEAPON_SHOTGUN:
return ammo/CLIP_SHOTGUN;
case WEAPON_HMG:
return ammo/CLIP_HMG;
case WEAPON_GRENADE_GUN:
return ammo/CLIP_GRENADE_GUN;
}
return ERROR;
}<!--c2--></div><!--ec2-->
its not the right forum, scripting isnt AMXX Scripting but scripting with cvars and commands
<!--QuoteEnd--></div><!--QuoteEEnd-->
you missed my point. whether its in enums or plaintext, it shows you all the constants, and all of these (well, most) can be used in the console
oh, and may as well do this: im not going to be updating my script pack anymore, so everyone feel free to scrounge whatever you want from it.
<a href="http://files.filefront.com/NS_31_Custom_Pack/;4029952;;/fileinfo.html" target="_blank">http://files.filefront.com/NS_31_Custom_Pa...;/fileinfo.html</a>
Sorry about the confusion; added a note to the previous post clarifying this.
//Building upgrades
#define UPGRADE_ARM1 20 //Buy armour 1
#define UPGRADE_ARM2 21 //Buy armour 2
#define UPGRADE_ARM3 22 //Buy armour 3
#define UPGRADE_WEP1 23 //Buy weapons 1
#define UPGRADE_WEP2 24 //Buy weapons 2
#define UPGRADE_WEP3 25 //Buy weapons 3
#define UPGRADE_SCUP 26 //Buy siege cannon upgrade
#define UPGRADE_JPUP 28 //Buy jetpack upgrade
#define UPGRADE_HAUP 29 //Buy heavy armour upgrade
#define UPGRADE_MTUP 33 //Buy motion tracking
#define UPGRADE_PGUP 34 //Buy phase tech
#define UPGRADE_ELEC 36 //Buy electrification
#define UPGRADE_NADE 37 //Buy hand grenades
#define UPGRADE_CATS 47 //Buy catalyst
#define UPGRADE_AAUP 49 //Buy advanced armoury
It says it might be outdated so I'm guessing some of these have been scrapped since.
Those numbers seem to be internal designations, though I'm not really familiar at all with plugin-scripting in NS. In any case, those that apply only to the commander are not useful unless you are writing plugins.
Anyways, it would be nice to see all of the commands. I know what some of these do, but others I'm not sure on:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
bottomcolor "144.889999"
cl_cmdbackup "2"
cl_iconb "221"
cl_icong "149"
cl_iconr "0"
cl_idealpitchscale "0.8"
cl_lc "1"
cl_lw "1"
cl_particleinfo "0"
cl_quickselecttime ".15"
cl_timeout "60"
cl_vsmoothing "0.05"
hpk_maxsize "4"
hud_capturemouse "1"
hud_classautokill "1"
hud_takesshots "0"
r_bmodelhighfrac "5.0"
r_detailtextures "0"
s_a3d "0.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_bloat "2.0"
s_distance "60"
s_doppler "0.0"
s_eax "0.0"
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_numpolys "200"
s_polykeep "1000000000"
s_polysize "10000000"
s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
topcolor "151.169998"
viewsize "120.000000"
volume "0.800000"
<!--c2--></div><!--ec2-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->cl_nodelta
cl_nopred
cl_pred_fraction
cl_pred_link
cl_pred_maxtime
cl_print_custom
gl_smoothmodels
mp_falldamage<!--c2--></div><!--ec2-->
...oh there are so much, don't have time to write all ^^
OK but surely phase tech and electrification aren't for combat? Just to clarify what I'm talking about it's this section from the list on post #37 of this thread:
//Building upgrades
#define UPGRADE_ARM1 20 //Buy armour 1
#define UPGRADE_ARM2 21 //Buy armour 2
#define UPGRADE_ARM3 22 //Buy armour 3
#define UPGRADE_WEP1 23 //Buy weapons 1
#define UPGRADE_WEP2 24 //Buy weapons 2
#define UPGRADE_WEP3 25 //Buy weapons 3
#define UPGRADE_SCUP 26 //Buy siege cannon upgrade
#define UPGRADE_JPUP 28 //Buy jetpack upgrade
#define UPGRADE_HAUP 29 //Buy heavy armour upgrade
#define UPGRADE_MTUP 33 //Buy motion tracking
#define UPGRADE_PGUP 34 //Buy phase tech
#define UPGRADE_ELEC 36 //Buy electrification
#define UPGRADE_NADE 37 //Buy hand grenades
#define UPGRADE_CATS 47 //Buy catalyst
#define UPGRADE_AAUP 49 //Buy advanced armoury
It says it might be outdated so I'm guessing some of these have been scrapped since.
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Yes, those are internal calls used by the engine, they are blocked from the client console. They are still useful for scripts as a way to detect when a building/upgrade is purchased (you can hook the impulse calls and compare the values passed to do things like modify a building as soon as it spawns, etc). For example, the plugin that returns NS 3.0 to the gameplay balance of 1.04 (No RfK, no electrification, alien lifeforms still chained to the hives) hooked impulse 36 and blocked the request before it ever got into the engine, effectively disabling electrification. It also hooked the alien's evolve impulses and triggered a check on the current number of hives, and would similarly block the client's request to evolve if there weren't enough hives for the lifeform. The RfK fix was quite a bit more complicated. It's easy to modify the resources of the aliens through metamod, yet the marine team stores its current resources in active memory and for the longest time we had no way of modifying it, only reading it. I believe a solution was found right around the time I left, involving intrusive memory manipulation using the variable's offset in server RAM, quite low-level.