RAITHE on Oct 19th 2010
This is a script demonstrating a simple turret AI using .lua and scenery objects. You can turn all lights, some other scenery (just look for something that could look anything at all like a turret) into turrets by pressing the action key next to them (don't worry how close you are to it in height.)
1703 downloads, 0 reviews, 1 screenshot, 0.0 rating
Frog Blast the Vent Core 0.000000001
RAITHE on Jul 5th 2010
Netscript gametype where people take turns being an explodabob that has to jump in the vent core to score points and the other players have to kill him before he does.
1499 downloads, 1 review, 0 screenshots, 3.0 rating
RAITHE on Aug 29th 2010
This is a script, physics model, and shapes file that, when all are loaded, simulates being a drone (IMPORTANT: Make sure the map you are using doesn't have a physics model merged). Use the mic key (spacebar is good) to move and look up or down to change altitude. when the mic key is off, you are stationary and cannot move. Use the cycle weapons forward and backward to dodge right and left (dodging is pretty buggy at the moment, working on a solution). The more repair chips you have (uplink chips), the faster you will regenerate health. The drone bolts you fire have a homing system that homes towards the last enemy you aimed at (to turn this off, open the script and set "enabled" to "false"). I'm working on making this multiplayer, but for now that is totally a NO. KNOWN BUGS: when you land on the floor, you usually are stuck there and cannot go up again, but you can still move around on the level you are at (if you go off a ledge or go up a level (floor-wise) you'll be able to take off again).
Once I'll be satisfied with how this one turns out, I'll move on to a juggernaut one.
1715 downloads, 1 review, 3 screenshots, 5.0 rating
RAITHE on Nov 3rd 2009
Experimental gametype with .lua scripting (map compatible with script enclosed). More details in readme file.
Notes for version :
If you're stuck in the turret when you try to teleport out, try to switch back to the weapon when it goes to fists.
1627 downloads, 3 reviews, 0 screenshots, 3.0 rating
RAITHE on Aug 2nd 2010
README file: "What is one important asset to an invasion? A dropship! Invade any UNMERGED map with this script: Dropship.lua! (It won't work properly if the map is merged. If you really want to invade an merged map, you can split it using Atque). You can deploy up to 2 different types of units, which you can order to attack any enemy by 'shooting' the enemy monster (make sure you have fists out). NOTE: Your units can be distracted before they fire at their given target A dropship is also supposed to be able to fly. Press the "previous weapon" and "next weapon" buttons (for those I use Q and E since I control with WASD) to adjust the speed to reverse or forward (given in the upper left-hand corner) and the microphone button to activate the thrusters (recommended to set the caps lock key as the microphone button). Thrusters: when you have thrusters on, you are capable of flying around as you please, but you cannot use the cannon. When you have thrusters off, you are air-braked and cannot move anywhere, but you can operate the cannon and your health will charge up. NOTE: you will always know when you have the cannon as your current weapon if the weapons HUD is blank. you cannon switch from it (for whatever reason) until you activate thrusters again. To select which unit to deploy, press the toggle map button. The unit that is currently able to be deployed (by pressing the action button) is indicated on the top middle of the screen. To recall your units, press the alt-fire button. NOTE: once again, your units can be distracted by enemies before they get to you. The current cost for Hunter-Seekers is 500 credits, and 525 for the Drone Brute. You gain credits by killing enemies or from your units killing them. You cannot have more than 5000 credits. All in all, the credit system will be a bit choppy until I can figure how to fix it better.
Notes for version 1.03:
Fixed the invisible unit bug. All the troops you deploy should be visible now. The only things I will possibly work on now is the deceleration and credit flow (and more troops maybe). You guys welcome to customize the troops and change them to your own liking in the physics model. They are the minor and major ticks. I also noticed that if you launch a game twice in Aleph One with the script, the script will not work properly. I don't know why this is, but I DO know that it works just fine if you quit and reopen Aleph One. (IMPORTANT: Make sure you that your CAPS LOCK is off before the game starts.)