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New postPosted: 2007-11-02, 1:21 pm 
   Post subject: J3ff's Scripts Manager

J3ff's Scripts Manager Re-Release New Feature
Posted by Jeff91 on 2007-11-02 14:15:53.

Requirements:
  • [url=http://mattie.info/cs]EventScripts:
    1.5 or higher.[/url]
Description:
    Make it so you are able to load different scripts on each different map prefix.

    Configure With the Keygroup 'es_scripts_db.txt'

    ES:
      "scripts"
      {
              "de"
              {
                      "scriptname"    "script"
                      "mycfg.cfg"     "cfg"
              }
              "cs"
              {
                      "mycfg.cfg"     "cfg"
              }
              "gg"
              {
                      "scriptname"    "script"
              }
              "zm"
              {
                      "scriptname"    "script"
                      "mycfg.cfg"     "cfg"
              }
      }


    Just insert the scripts name, in the value slot put either script or cfg depending on if it is a script you want load or a .cfg file you want executed. You can load any number of scripts per map type like this:

    ES:
      "scripts"
      {
              "de"
              {
                      "scriptname"    "script"
                      "scriptname"    "script"
                      "scriptname"    "script"
                      "mycfg.cfg"     "cfg"
              }
      }


    This will load all three scripts plus your cfg file on map change...

    ~J3ff
Download: Installation:
    Coming Soon
Version Notes:
  • Re-Release New Feature - Add support for running certain .cfg files for certain map types.

    ~J3ff
  • Working - Finished - It works now! I tried it with this config and it worked:

    "scripts"
    {
    "cs"
    {
    "enddelay" "command script"
    "rpgmaker" "Custom RPG Script"
    }
    "dm"
    {
    "dnds" "RPG Mod"
    }
    "de"
    {
    "quad" "Script By Mattie!"
    "mugmod" "Knife cash stealing"
    "syphon" "health leeching knifes"
    }
    "fy"
    {
    "rbch" "Gives players regen"
    }
    }

    ~J3ff
  • RC3 - Cut out some need lines and fixed a typo.

    ~J3ff
  • Release2 - Now in a .zip with the _db file. Now supports the user using any map prefix in the _db file.

    ~J3ff
  • Release - Release no syntax errors, needs testing on other servers to ensure it works.

    ~J3ff

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Last edited by Jeff91 on 2008-05-08, 1:08 pm, edited 3 times in total.




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New postPosted: 2007-11-02, 1:47 pm 

Wow, I'm very appreciative that you made this, and I bet many people are too. I'm pretty much a noob when it comes to this though, and I'm not where to put the es_scripts_db.txt file I created.. Sorry. Any help would be great.

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New postPosted: 2007-11-02, 2:02 pm 

Unfortunately, you're most likely going to run into problems when loading scripts on es_map_start since that is the event most scripts use to designate client downloads. I'm 90% sure GG won't work with this.

I wouldn't necessarily consider this an error in your script, but it's something to be aware of :)

You might consider using es_exists to allow users to add their own prefixes:
ES:
    event es_map_start

    {

            es_xdoblock scriptsmanager/unloadscripts



            es_xset mapprefix 0

            es_token mapprefix event_var(mapname) 1 _



            es_xset exists 0

            es_exists exists key scripts server_var(mapprefix)

            ifx true(exists) do

            {

                    es_foreachval scriptvalue in scripts server_var(mapprefix) "es_xdoblock scriptsmanager/loadscripts"

            }

    }

Also, it would really be great if you could include that database in the download and maybe add some indentation to it :wink:

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Last edited by SuperDave on 2007-11-03, 5:12 am, edited 1 time in total.

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New postPosted: 2007-11-02, 2:14 pm 

I'll include the data base later this evening, this darn computer at work has no zipping program installed(Go windows vista.....) and I dont want to install anything on it...

Is there a way to force run the es_map_start event for each script loaded when it loads?

3z to anwser your question just drop it in addons/eventscripts/scriptsmanager let me know if it gives up any problems.

~J3ff

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New postPosted: 2007-11-02, 2:21 pm 

You could artificially fire the event with es_event, but I don't really think that's good practice...

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New postPosted: 2007-11-02, 2:31 pm 

Like use

ES:


?? That would fire the map_start event for all scripts or just scripts loaded?

~J3ff

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New postPosted: 2007-11-02, 3:01 pm 

wow dude this is very helpful for my server thanks!

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New postPosted: 2007-11-02, 3:12 pm 

Glad it helps! Let me know if it works alright. But like dave said, at this current point in time there will be problems with anything loaded by your scripts in
ES:


~J3ff

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New postPosted: 2007-11-02, 4:31 pm 

Jeff91 wrote:
Like use

ES:


?? That would fire the map_start event for all scripts or just scripts loaded?
It would fire for all loaded scripts (how would it affect unloaded scripts?). Obviously, though, you'd have to use more than that one line :wink:

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New postPosted: 2007-11-02, 11:36 pm 

Added the db in the .zip file. Also updated to the exists command so any map prefix you want is now supported.

~J3ff

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New postPosted: 2007-12-02, 7:11 am 

hi, your link don't have the .zip and why your zip is not organize? :)

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New postPosted: 2007-12-02, 8:07 am 

Just a heads up, be sure to emphasize that it should be es_load scriptsmanager, not scriptmanager, I already have a script by that name. :wink:


-Hit


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New postPosted: 2007-12-02, 9:14 am 

what do you write here to launch gungame mod ?

"gg"
{
"scriptname" "1"
}


And where do you place exactly es_scripts_db.txt

thanks

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New postPosted: 2007-12-03, 12:48 am 

deejay87 wrote:
And where do you place exactly es_scripts_db.txt


Drop that in your addons/eventscripts/scriptsmanager

Quote:
"gg"
{
"scriptname" "1"
}



Putting scripts in there will load them on maps that start with gg_

~J3ff

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New postPosted: 2007-12-03, 3:12 am 

Does es_doblock work for events? That might work if so (es_doblock the map start event for each script after you load it)

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New postPosted: 2007-12-03, 3:21 am 

errant es_xdoblock I don't think would work for es_map_start... You'd have to use event fire, which SuperDave said in an earlier post.

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New postPosted: 2007-12-03, 8:19 am 

hmm ok - yeh I know event fire would do it but as dave also said it would fire the block for all addons.

Shame it doesnt work - if we were talking ESP here it would work :P (I think)

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New postPosted: 2007-12-03, 10:12 am 

Errant wrote:
if we were talking ESP here it would work :P (I think)


How so?

~J3ff

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