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New postPosted: 2006-11-17, 1:20 am 
   Post subject: (Older release) EventScripts v1.3

Please note that this is the current official release of EventScripts. For the latest beta with the newest features, visit the beta forum.

:arrow: http://mattie.info/downloads/mattie_eventscripts.zip
(Older v1.2.1 release notes can be found here.)

A huge thank-you to all of the scripting gurus who have added new script libraries in this release. With the new subscript support in v1.3, you guys are really showing off your scripting abilities.

EventScripts v1.3.0 introduced:
  • Added es_mathparse <var> "<math-expression>"
  • Added es_regex - Basic regular expression support for EventScripts.
    • es_regex match <var> <expression> <string> - returns the number of characters that matched
    • es_regex search <var> <expression> <string> [start] [range] - search for regex in a certain range in the string
    • es_regex matchformat <var> <expression> <string> <formatstring> - finds a match and outputs the registers to the formatstring.
  • Added es_createscriptlist that creates a keygroup of the loaded scripts and their status
  • Added es_strcmp <var> <string1> <string2> - compare two strings lexigraphically
  • Added es_exists <var> script <scriptname>
  • Added es_exists <var> block <blockname>
  • Added support for subscripts. es_load corelib/average will load addons/eventscripts/corelib/average/es_average.txt.
  • Added an optional variable to es_createbot [var] <bot-name> that returns the userid of the bot created.
New Corelib commands: (Special thanks to SumGuy14 who helped a great deal in coordinating and testing new submissions to corelib!)
  • profilecmd <var> "cmd" - shortcut to get profile data for a single command
  • isnull <var> <var-to-check> - lets you know if the variable is an empty string rather than 0. Thanks, ichthys!
  • keygroupremove <keygroup> - checks for existence before deleting the keygroup. Thanks, [NATO]Hunter!
  • forcecase <var> <upper/lower> - changes a variable to be all upper or all lower-case letters. Thanks, [NATO]Hunter!
  • keymath [keygroup] <key> <keyvalue> <math-operator> [value] - allows you to perform math directly on a keyvalue. Thanks, XE_Manup!
  • playerget - Querying a player's ammo, weapons, etc. Thanks, Don!
  • playerset - Setting a player's ammo, health, etc. Thanks, Don!
  • average <var> [mode] <value1> [value2] ... [valueN] - easily compute the average for a set of values. Thanks, cagemonkey!
  • refcount <increment/decrement> var - add a reference count for a toggle-variable. Thanks, Wonder!
  • score <command> <userid> <param> - get/set scores for players. Thanks, Einlanzers!
  • xalias <command> <aliasname> [command] - extended server-side alias support with multi-lines and true deletes. Thanks, Einlanzers!
  • linkedlist - linked list support for scripts. Thanks, ichthys!
  • texthandler - support for text management (localization and cross-game color management). Thanks, Wonder!
  • keyfilter <keygroup> <key> <not/only> <part-of-value-name> [value] - lets you filter a keygroup on a value. Thanks, SumGuy14!
  • uniqueid - helps create a unique ID for LAN, bots, etc. Thanks, [NATO]Hunter!
  • getbotname <var> <userid> - Retrieves the base name of a bot (sans the new skill info). Thanks, Wonder!
  • playervar <get/set> [var] <player> <info-name> [value] - creates a player-specific custom value that you can recall later. Thanks, SumGuy14!
  • gettime <variable> <format> - gets the current time in the format you want. Thanks, McFly!
  • statlog <userid or team identifier> <notification> - logs custom stat-events for stat programs. Thanks, Wonder!
  • keygroupsort <keygroup> <sort-valuename> - sorts a keygroup's keys by the specified value. Thanks, Don!
  • nearcoord <var for userid> <identifier> <x coord> <y coord> <z coord> <x range> <y range> <z range> <"command to run"> - Run a command on all players near a coordinate. Thanks, Wonder!
New Libraries
  • keymenu - allows you to create popup multi-page menus with any keygroup. Requires the popup library. Thanks, XE_Manup!
Fixes
  • popup has been updated to v1.14. Thanks, GODJonez!
  • Added additional script optimizations (highly recommended)
  • es_getmoney now uses es_getplayerprop, making eventscripts_cflags obsolete
  • Changed noisy_on/noisy_off to use corelib/refcount.
  • Fixed the command names of es_fadevolume and es_botsetvalue (why didn't beta testers catch this?)
  • Added code for future potential performance enhancements
Math Parsing
    Code:
    es_mathparse myvar "4*sin(30)+log(sv_gravity)"
    myvar
    "myvar" = "-1.049037" ( def. "" )
    - Custom server variable.
Regular expressions
    Code:
    es_regex matchformat myvar "!bet (.*) ([#][a-z]+)" event_var(text) "You bet %1 on %2."

    if a player said "!bet 1000 #ct, the output written to myvar would be:
    Quote:
    You bet 1000 on #ct.

    Regular Expressions overview on wikipedia


-Mattie


Last edited by Mattie on 2007-11-23, 6:19 pm, edited 7 times in total.

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New postPosted: 2006-11-17, 1:49 am 

great success! HIGH FIVE!

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New postPosted: 2006-11-17, 4:52 am 

What a great release.

'Tis a shame about es_cexec however.

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New postPosted: 2006-11-17, 7:15 am 

Brilliant. Some good news today :D

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New postPosted: 2006-11-17, 8:15 am 

So you didn't update damage after all...


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New postPosted: 2006-11-17, 8:34 am 

this looks like an excellent update , ty mattie


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New postPosted: 2006-11-17, 8:39 am 

:shock: is realsed finaly
great work !!!! :D

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New postPosted: 2006-11-17, 11:28 am 

Great work Mattie :D

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New postPosted: 2006-11-17, 12:31 pm 

Wow, great release mattie! :D

Lush commands, Love it:

es_mathparse

oh and es_regex search/match


Very good, very, very useful thankyou! :D

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New postPosted: 2006-11-17, 1:23 pm 

hi

does the new es_exists script command check to see if the script files are actually installed on the server, or does it just check to see whether or not it is loaded?

Thanks,

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New postPosted: 2006-11-17, 2:39 pm 

british.assassin wrote:
hi

does the new es_exists script command check to see if the script files are actually installed on the server, or does it just check to see whether or not it is loaded?

Thanks,

british.assassin


Great question!

It only checks to see if the script is loaded via es_load.

-Mattie


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New postPosted: 2006-11-17, 6:13 pm 

Mattie wrote:
british.assassin wrote:
hi

does the new es_exists script command check to see if the script files are actually installed on the server, or does it just check to see whether or not it is loaded?

Thanks,

british.assassin


Great question!

It only checks to see if the script is loaded via es_load.

-Mattie


Heh, yeah, I didn't realize that at first :P

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New postPosted: 2006-11-17, 6:37 pm 

<3 Mattie as usual :D

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New postPosted: 2006-11-17, 6:39 pm 

I like this one:

playerset

:D

Thx to Mattie and the scripter of the corelib subscripts etc.

THX


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New postPosted: 2006-11-17, 9:08 pm 

Kuespert wrote:
I like this one:

playerset

:D

Thx to Mattie and the scripter of the corelib subscripts etc.

THX


Don has done well with the playerset stuff.

-Mattie


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New postPosted: 2006-11-17, 10:47 pm 

Just for reference: here are all the commands for use with es_mathparse:

http://muparser.sourceforge.net/mup_fea ... tml#idDef2


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New postPosted: 2006-11-17, 10:47 pm 

is any1 else having troubles with the menu showing up with keymenu?

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New postPosted: 2006-11-17, 10:55 pm 

Sam wrote:
is any1 else having troubles with the menu showing up with keymenu?

What is the code you are using for keymenu? ...is popup loaded?

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