Added NoClippy compatibility when using coordinate teleports, saving and loading.
SkInfo
Added skinfo inspect.
When executed, every player that isn't spectating and/or has a valid player object will have details listed about them, such as:
Current skin.
Speed stat.
Weight stat.
Speed & weight stat listed defaults to the player's current value for each, not skins. This is controlled by skinfoinspecttype. skin/0 & player/1 are valid values for the CVar.
Players using Restat will have their stats highlighted in purple.
Reworked base functionality for modularity like SkInfo had.
Writing to file will now mention plugins loaded at the time.
Added converstion between integer and extended map numbers.
Positional stuff added: mu pos
List your current map position as X, Y, Z.
The values given have been >>FRACBITS for ease of use.
Save/load your location on the map.
Teleport to desired coordinates.
mu pos teleport [destx] [desty] [destz]
Use the coordinates given by the listing command above or <<FRACBITS them beforehand.
May be of use during map development.
...map ZZ/1035 is back to being accessible.
SkInfo
Spectators attempting to view their skin information will not display an error warning, just a normal warning.
Ensured command execution for local user only.
Writing to file will now mention plugins loaded at the time.
NEW: SOCGen
Takes a "snapshot" of current SOC information of maps and writes it to socgen.txt, writing using the expected SOC structure.
By default, only "basic" information is written. However, you can make it write out a more detailed version as well that includes most of the default mapheader_t userdata and its' variables.
Built off of MapInfo, this supports searching of maps to list as well.
Like MapInfo and SkInfo, this also has modularity. Writing the file will mention loaded plugins.
As this had been in the approval for so long, I've already made slight updates to both scripts.
MapUtils wasn't changed too much, primarily focusing on a better string display method.
SkInfo, however, had a partial rewrite due to deciding to add modularity in a similiar fashion to how I did it for Windows for SRB2 - external scripts can add additional information to be displayed for a particular skin. To coincide with this, skpluginrun exists for a player to toggle on or off whether the extra skin information is generated at all.
To add your own character-specific information, please view the SkInfoPluginExample.lua script in the .pk3.
Both scripts have their string generation functions exposed.
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