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"Gladiators" masterscript

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bobdaduck

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Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Wed May 08, 2013 4:29 pm

"Gladiators" masterscript

I use this script running my "gladiators" server. Its simple and effective, and also quite fun. When someone dies, it drops an energy pack and a burst that explodes immediately. It could easily be modified to drop health packs, resource items, asteroids, or cores.

I run the server with strictly FFA maps, which complements the script.

  Code:
function onShipKilled(ship)
    local loc = ship:getLoc()
   
    local boom = Burst.new()
    boom:setLoc(loc)
    levelgen:addItem(boom)
   
    local spoils = EnergyItem.new()
    spoils:setLoc(loc)
    spoils:setRegenTime(10000) --Technically not optimal, but does the job.
    levelgen:addItem(spoils)
end

function onMsgReceived(message, playerInfo)
    if(message == "!info") then
        globalMsg("Killing someone will cause them to drop a burst and an energy pack")
    end
end

function main()
    subscribe(Event.MsgReceived)
    subscribe(Event.ShipKilled)
end
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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thread

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Post Fri May 10, 2013 1:53 am

Re: "Gladiators" masterscript

bobdaduck wrote:It could easily be modified to drop health packs, resource items, asteroids, or cores.

Can you imagine creating a core every time a player dies? I can't see it ending well
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Quartz

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Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Fri May 10, 2013 1:48 pm

Re: "Gladiators" masterscript

Nice!

bobdaduck wrote:I run the server with strictly FFA maps, which compliments the script.

*complements

thread wrote:
bobdaduck wrote:It could easily be modified to drop health packs, resource items, asteroids, or cores.

Can you imagine creating a core every time a player dies? I can't see it ending well

Pssh what do you mean, that would be great.
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raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer

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