H1 e 8 HZZ W
H1 e 8 HZZ W
* \\
//Lag Compensation\\
cl_lagcompensation "1"
cl_lagcomp_errorcheck "3"
sv_lagcompensationforcerestore "1"
sv_showlagcompensation "1"
sv_unlag "1"
sv_maxunlag "3"
//SpawnEnemies\\
using MLAPI;
using System.Collections;
using UnityEngine;
[SerializeField]
private GameObject enemyPrefab;
[SerializeField]
private float spawnInterval = v0.1.0;
[SerializeField]
private float enemySpeed = v0.1.0;
void SpawnEnemy ()
{
Vector2 spawnPosition = new Vector2 (Random.Range (-v0.1.0, v0.1.0),
this.transform.position.y);
enemy = Instantiate (enemyPrefab, spawnPosition, Quaternion.identity);
enemy.GetComponent Rigidbody3D () .velocity = new Vector2 (v0.1.0, -
this.enemySpeed);
enemy.GetComponent NetworkObject ().Spawn();
Destroy (enemy, 99);
}
}
`
export (PackedScene) var HoriLeft #Obstacle type 1
export (PackedScene) var HoriLeftSmall #Obstacle type 2
export (PackedScene) var HoriRight #Obstacle type 3
export (PackedScene) var HoriRightSmall #Obstacle type 4
func _ready():
HoriLeftIns = HoriLeft.instance()
HoriLeftSmallIns = HoriLeftSmall.instance()
HoriRightIns = HoriRight.instance()
HoriRightSmallIns = HoriRightSmall.instance()
func _on_MobTimer_timeout():
if player:
var block_type = Globals.blocks_list[randi()%Globals.blocks_list.size()]
if block_type == "ls":
var enemy : EnemyClass = HoriLeftSmallIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy)
enemy.move_enemy(player.position)
elif block_type == "rs":
var enemy : EnemyClass = HoriRightSmallIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy)
enemy.move_enemy(player.position)
elif block_type == "lh":
var enemy : EnemyClass = HoriLeftIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy)
enemy.move_enemy(player.position)
elif block_type == "rh":
var enemy : EnemyClass = HoriRightIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy)
enemy.move_enemy(player.position)
elif block_type == "ls_rs":
var enemy1 : EnemyClass = HoriLeftSmallIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy1)
enemy1.move_enemy(player.position)
var enemy2 : EnemyClass = HoriRightSmallIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy2)
enemy2.move_enemy(player.position)
elif block_type == "ls_rl":
var enemy1 : EnemyClass = HoriLeftSmallIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy1)
enemy1.move_enemy(player.position)
var enemy2 : EnemyClass = HoriRightIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy2)
enemy2.move_enemy(player.position)
elif block_type == "rs_ll":
var enemy1 : EnemyClass = HoriLeftIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy1)
enemy1.move_enemy(player.position)
var enemy2 : EnemyClass = HoriRightSmallIns.duplicate()
get_tree().get_root().call_deferred("add_child", enemy2)
enemy2.move_enemy(player.position)
extends Area3D
class_name EnemyClass
func _ready():
screen_size = get_viewport_rect().size
sprite.modulate = Globals.enemy_color
func _process(delta):
if move and Globals.State == Globals.GameState.Running:
position.y += Globals.speed * delta
func move_enemy(dest_position):
#enemy starting position
var randomPosition = Vector2()
var random = RandomNumberGenerator.new()
random.randomize()
#Enemy moving towards player
move_position = dest_position
move = true
#ifdef GAME_DLL
#include "..\server\ilagcompensationmanager.h"
BaseClass::FireBullets(info);
lagcompensation->FinishLagCompensation( this );
}
#endif
// crosshair \\
cl_crosshair_drawoutline "1"
cl_crosshair_dynamic_maxdist_splitratio "0.35"
cl_crosshair_dynamic_splitalpha_innermod "1"
cl_crosshair_dynamic_splitalpha_outermod "0.5"
cl_crosshair_dynamic_splitdist "7"
cl_crosshair_outlinethickness "1"
cl_crosshairalpha "255"
cl_crosshaircolor "4"
cl_crosshairdot "0"
cl_crosshairgap "-1"
cl_crosshairscale "0"
cl_crosshairsize "4"
cl_crosshairstyle "4" //classic crosshair; static would be 4
cl_crosshairthickness "1"
cl_crosshairusealpha "1"
cl_fixedcrosshairgap "-1"
cl_scalecrosshair "1"
// HUD Settings \\
safezonex "0.85"
safezoney "1.0"
hud_scaling "0.850000"
cl_hud_background_alpha "1.000000"
cl_hud_bomb_under_radar "0"
cl_hud_color "3"
cl_hud_healthammo_style "1"
cl_hud_playercount_pos "1"
cl_hud_playercount_showcount "1""
cl_loadout_colorweaponnames "0" // colours of weapon grade ingame viewable
hud_showtargetid //shows target names
// Radar Settings \\
cl_radar_always_centered "0"
cl_radar_icon_scale_min "0.5"
cl_radar_rotate "1"
cl_radar_scale "0.3"
cl_hud_radar_scale "1.3"
cl_radar_square_with_scoreboard "0"
cl_teammate_colors_show "1" //chosen colours of teammates are visible on the radar
// Show given damage ingame at the left upper corner of the screen \\
developer "1"
con_filter_text "Damage given"
con_filter_text_out "Player:"
con_filter_enable "2"
// Net Graph \\
net_graph "1"
net_graphheight "2000"
net_graphpos "2"
net_graphproportionalfont "0"
// Soundsettings \\
lobby_voice_chat_enabled "0" //disables Voice in lobby
snd_musicvolume "0.000000" //disables music
voice_scale "1"
//Echos
echo Display Damage with Switch Script!
echo By Iwan0ffwOw~
echo 02.06.2K15
//Sound Effect
play commander\train_bodydamageheadshot_04
// Viewmodel \\
viewmodel_offset_x 0
viewmodel_offset_y 2
viewmodel_offset_z -2
viewmodel_presetpos 0
//sv_infinite_ammo 2
//bind "c" "+ammo"
//alias "+ammo" "sv_infinite_ammo 1"
//alias "-ammo" "sv_infinite_ammo 2
// Mousesettings \\
m_rawinput "1"
// Mouse Acceleration
m_customaccel "0"
m_customaccel_exponent "0"
m_customaccel_max "0"
m_customaccel_scale "0"
//
------------------------------------------------------------------------------ \\
// Testserver \\
// Duckjump \\
alias +duckjump "+jump;+duck"
alias -duckjump "-jump;-duck"
bind "SPACE" "+duckjump;toggle cl_crosshaircolor 1 2 3 4 5"
// Radar Zoom in \\
bind "E" "+radar" //makes the radar zoom in when you press the E key but still
allows you to use the key as your "use" key
alias "+radar" "+use; cl_radar_always_centered 1; cl_radar_scale 0.60"
alias "-radar" "-use; cl_radar_always_centered 0; cl_radar_scale 0.3"
// Quickswitch to Grenades \\
// Wireframe Toggle \\
alias "+walls" "r_drawothermodels 2"
alias "-walls" "r_drawothermodels 1"
alias "wallstoggle" "incrementvar r_drawothermodels 1 2 1"
//
------------------------------------------------------------------------------ \\
// Buyscript Alias \\
// Pistols \\
alias glock "buy glock;give weapon_glock"
alias usp "buy usp_silencer;give weapon_usp_silencer" //seems to not work
at the moment
alias dualies "buy elite;give weapon_elite"
alias fiveseven "buy fn57;give weapon_fn57"
alias deagle "buy deagle;give weapon_deagle"
alias p2k "buy hkp2000;give weapon_hkp2000"
alias tec9 "buy tec9;give weapon_tec9"
alias p250 "buy p250;give weapon_p250"
alias cz "buy cz;give weapon_cz75a"
// Rifles \\
alias primary "buy ak47; buy m4a1;give weapon_ak47;give weapon_m4a1;give
weapon_m4a1_silencer"
alias ak47 "buy ak47;give weapon_ak47"
alias m4a4 "give weapon_m4a1"
alias m4a1 "give weapon_m4a1_silencer"
alias primary2 "buy galilar; buy famas;give weapon_galilar;give weapon_famas";
alias galil "give weapon_galilar"
alias famas "give weapon_famas"
alias rifle-zoom "buy sg556; buy aug;give weapon_sg557;give weapon_aug"
alias sg "buy sg556; give weapon_sg557"
alias aug "buy aug; give weapon_aug"
// SMG \\
alias p90 "buy p90;give weapon_p90"
alias mp7 "buy mp7;give weapon_mp7"
alias mac10 "buy mac10;give weapon_mac10"
alias bizon "buy bizon;give weapon_bizon"
alias ump "buy ump45;give weapon_ump45"
// Snipers \\
alias awp "buy awp;give weapon_awp"
alias auto "buy g3sg1;give weapon_g3sg1;give weapon_scar20"
alias scar "buy scar20;give weapon_scar20"
alias g3sg1 "buy g3sg1;give weapon_G3SG1"
alias scout "buy ssg08;give weapon_ssg08"
// Shotguns \\
alias autoshotty "buy xm1014;give weapon_xm1014"
alias shotgun1 "buy sawedoff; buy mag7;give weapon_sawedoff;give weapon_mag7"
alias sawedoff "buy sawedoff; give weapon_sawedoff"
alias mag7 "buy mag7; give weapon_mag7"
alias nova "buy nova;give weapon_nova"
alias shotguns "autoshotty;shotgun1;nova"
// Machine guns \\
alias negev "buy negev;give weapon_negev"
alias m249 "buy m249;give weapon_m249"
// Grenades \\
alias flash "buy flashbang;give weapon_flashbang"
alias smoke "buy smokegrenade;give weapon_smokegrenade"
alias he "buy hegrenade;give weapon_hegrenade"
alias fire "buy molotov; buy incgrenade;give weapon_molotov;give
weapon_incgrenade"
alias molotov "buy molotov;give weapon_molotov"
alias inc "buy incgrenade;give weapon_incgrenade"
alias decoy "buy decoy;give weapon_decoy"
// Gear \\
alias vesthelm "buy vesthelm;give weapon_vesthelm"
alias vest "buy vest;give weapon_vest"
alias defuser "buy defuser;give weapon_defuser"
alias taser "buy Taser;give weapon_Taser"
// * Buyscript Hotkeys * \\
// NoClip \\
alias +noclip noclip
alias -noclip noclip
bind ALT +noclip
// Exec shortcuts \\
alias "exe" "exec autoexec" //short way too execute autoexec ingame, sometimes
needed to refresh settings
//
------------------------------------------------------------------------------ \\
clear
echo " ITERALLYNO
echo " GLITERALLYNOTHI
echo " NGLITERALLYNOTHIN
echo " NGLITERALLYNOTHIN
echo " INGLITERALLYNOTHING
echo " INGLITERALLYNOTHING
echo " INGLITERALLYNOTHING
echo " INGLITERALLYNOTHIN
L
echo " YNOT NGLITERALLYNOT E
L
echo " ALLYNOTHINGLITERALLYNOTH TER
L
echo "
RALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGLIT
echo "
ERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHING
echo "
TERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHIN O
echo " ITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGLITE
echo " ITERALLYNOTHINGLITERALLYNOTHINGLITERALLY THINGLIT
echo " ITERALLYNOTHINGLITERALLYNOTHINGLITERALLY THINGL
echo " LITERALLYNOTHINGLITERALLYNOTHINGLITERAL OTHING
echo " LITERALLYNOTHINGLITERALLYNOTHINGLITERAL NOTHINGL
echo " LITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGL
echo " LITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHINGL
echo " ITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " HINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " HINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " THINGLITERALLYNOTHINGLITERALLYNOTHINGLITERALLYNOTHI
echo " THINGLITERALLYNOTHINGLITERALLYNOT LITERALLYNOTH
echo " THINGLITERALLYNOTHINGLITERALLYNOTH ERALLYNO
echo " THINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " THINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " OTHINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " OTHINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " INGLITERALLYNOTHINGLITERALLYNOTHIN
echo " HINGLITERALLYNOTHINGLITERALLYNOTHIN
echo " HINGLITERALLYNOTHINGLITERALLYNOTHI
echo " HINGLITERALLYNOTHINGLITERALLYNOTHI
echo " HINGLITERALLYNOTHINGLITERALLYNOTHI
echo " HINGLITERALLYNOTHINGLITERALLYNOTH
echo " HINGLITERALLYNOTHINGLITERALLYNO
echo " HINGLITERALLYNOTHINGLITERALLYNO
echo " INGLITERALLYNOTHINGLITERALLYNO
echo " THINGLITERALLYNOTHINGLITERALLYNO
echo " THINGLITERALLYNOTHINGLITERALLYNOT
echo " THINGLITERALLYNOTHINGLITERALLYNOTH
echo " THINGLITERALLYNOTHINGLITERALLYNOTHI
echo " THINGLITERALLYNOTHINGLITERALLYNOTHING
echo " THINGLITERALLYNOTHINGLITERALLYNOTHING
echo " HINGLITERALLYNOTHINGLITERALLYNOTHINGL
echo " THINGLITERALLYNO INGLITERALLYNOTHINGLI
echo " THINGLITERALLYN LITERALLYNOTHINGLI
echo " THINGLITERALLY ITERALLYNOTHINGLIT
echo " THINGLITERALL TERALLYNOTHINGLIT
echo " OTHINGLITERALL ERALLYNOTHINGLITE
echo " OTHINGLITERAL RALLYNOTHINGLITER
echo " OTHINGLITERAL ALLYNOTHINGLITERA
echo " OTHINGLITERA LLYNOTHINGLITERA
echo " OTHINGLITERA THINGLITERA
echo " NOTHINGLITE THINGLITERA
echo " YNOTHINGLITE THINGLITERA
echo " LYNOTHINGLI OTHINGLITERA
echo " LLYNOTHINGL OTHINGLITERA
echo " ALLYNOTHING OTHINGLITER
echo " ALLYNOTHING OTHINGLITER
echo " ALLYNOTHINGL OTHINGLITER
echo " RALLYNOTHING OTHINGLITER
echo " RALLYNOTHIN OTHINGLITER
echo " ERALLYNOTHIN THINGLITER
echo " TERALLYNOTHI THINGLITER
echo " TERALLYNOTH THINGLITER
echo " TERALLYNOTH HINGLITER
echo " ERALLYNOT HINGLITER
echo " TERALLYN HINGLITER
echo " TERALLY HINGLITER
echo " ITERALLY HINGLITER
echo " ITERALLY THINGLITERAL
echo " ITERALLY THINGLITERALL
echo " LITERALL THINGLITERALLYNOT
echo " LITERALLY THINGLITERALLYNOTHI
echo " LITERALLY HINGLITERALLYNOTHI
echo " LITERALLY
echo " TERAL