 |
WiiLi.org a new revolution
|
| View previous topic :: View next topic |
| Author |
Message |
Öhr
Joined: 02 Jan 2007 Posts: 14
Digg It |
Posted: Mon Jan 08, 2007 8:12 pm Post subject: Zelda - OoT/MQ/MM Script(Wiimote, Nunchuk and sensorbar!) |
|
|
WOAH, im finished!
that took me some time.
Heres (my) first script for The Legend Of Zelda - Ocarina of Time (Master Quest) and Majoras Mask.
It uses the -guess what- Wiimote, the Nunchuck and -tadadadaaaaaaa- the sensorbar!
The Controlls are EXACT the same as for Twilight Princess on the Wii, so i think i dont have to explain them that much.
Here are the Only differnces:
- no sword-swing with the nunchuk(yet)
- to go in the menu, press the HOME-button
- C button is shield
Maybe you are wondering why link is sometimes moving on his own. heres why:
youre controlling link with the analog stick AND the wiimote <-> sensorbar. it changes to wiimote <-> sensorbar controll, whenever you stop moving. you can avoid this by taking your wiimote out of the range of the sensorbar.
Be sure that you are around 50cm away from your sensorbar, or it wont work sooooo well.
I set up everything for Project 64.... i should say for the plugin N-Rage DirectXInput8 V2. I used V2 1.83. If you want to use my/the tp settings, you can download the plugin and install it on your emulator(Supported: Project64, Apollo, 1964 and TR64). I'm using Project 64 1.6/1.7
You have to select the n-rage plugin as standart and load my config file(download)
Comments are welcome!
P.S. could someone host my wiimote.cpf at a better place, please? rapidshare sucks...
| Code: | // Zelda - Ocarina of Time/Ocarina of Time Master Quest/Majoras Mask Controll
// everything by Öhr :D
// v1.0
// Have fun!
if wiimote.dot1vis or wiimote.dot2vis then
var.axisy = wiimote.dot1y + wiimote.dot2y - 750
endif
if wiimote.dot1vis and wiimote.dot2vis then
var.axisx = wiimote.dot1x + wiimote.dot2x - 1000
var.dot1x = wiimote.dot1x
var.dot2x = wiimote.dot2x
endif
if wiimote.dot1vis and not wiimote.dot2vis then
var.axisx = wiimote.dot1x + var.dot2x + wiimote.dot1x - var.dot1x - 1000
endif
if wiimote.dot2vis and not wiimote.dot1vis then
var.axisx = wiimote.dot2x + var.dot1x + wiimote.dot2x - var.dot2x - 1000
endif
if wiimote.dot2vis = false and wiimote.dot1vis = false then
var.axisx = 0
var.axisy = 0
endif
var.finalx = var.axisx / -1300 / 1.2
var.finaly = var.axisy * -0.00134 / 1.2
if Wiimote1.Nunchuk.JoyX >= 0.10 or Wiimote1.Nunchuk.JoyX <= -0.10 or Wiimote1.Nunchuk.JoyY >= 0.10 or Wiimote1.Nunchuk.JoyY <= -0.10 then
PPJoy1.Analog0 = Wiimote1.Nunchuk.JoyX
PPJoy1.Analog1 = Wiimote1.Nunchuk.JoyY
else
PPJoy1.Analog0 = var.finalx
PPJoy1.Analog1 = var.finaly
endif
Key.A = Wiimote.A
Key.Up = Wiimote.Up
Key.Down = Wiimote.Down
Key.Left = Wiimote.Left
Key.Right = Wiimote.Right
Key.Enter = Wiimote.Home
Key.Z = Wiimote.Nunchuk.ZButton
Key.R = Wiimote.Nunchuk.CButton
if Wiimote.Down then
var.button = 1
elseif Wiimote.Left then
var.button = 2
elseif Wiimote.Right then
var.button = 3
else
var.button = var.button
endif
if var.button == 1 then
Key.Down = Wiimote.B
elseif var.button == 2 then
Key.Left = Wiimote.B
elseif var.button == 3 then
Key.Right = Wiimote.B
endif
if Wiimote1.RelAccX >= 25 or Wiimote1.RelAccX <= -25 or Wiimote1.RelAccY >= 25 or Wiimote1.RelAccY <= -25 or Wiimote1.RelAccZ >= 25 or Wiimote1.RelAccZ <= -25 then
Key.B = true
else
Key.B = false
endif
debug = "Nunchuck X: " + Wiimote.Nunchuk.JoyX + " Nunchuck Y: " + Wiimote1.Nunchuk.JoyY + " | Wiimote PosX: " + var.finalx + " Wiimote PosY: " + var.finaly + " | Wiimote AccX: " + Wiimote1.RelAccX + " | Wiimote AccY: " + Wiimote1.RelAccY + " | Wiimote AccZ: " + Wiimote1.RelAccX |
|
|
| Back to top |
|
 |
Magniacx
Joined: 16 Dec 2006 Posts: 29
Digg It |
Posted: Tue Jan 09, 2007 12:04 am Post subject: |
|
|
This sounds cool, I'll try it as soon as I'm on vacation (17th January ) ! |
|
| Back to top |
|
 |
CarlKenner Site Admin
Joined: 29 Nov 2006 Posts: 614
Digg It |
Posted: Tue Jan 09, 2007 7:11 am Post subject: |
|
|
I am almost finished a better version.
The only problem is I have no sensor bar, and can't buy IR leds anywhere.
EDIT: Here is a quick guide to understanding the OOT interface:
| Quote: | A/Blue means the A button on the Wiimote
B/Green means shake the Wiimote horizontally, or tilt nuchuk left and press B on the wiimote.
Start/Red should not be used. Use A+B at the title screen, or Minus, Plus, and 1 to choose subscreens. Or press Home.
C/Yellow means the B Button, after you have selected the item you want with the D-Pad.
L means the 2 button on the Wiimote.
Z means tilt nunchuk left and press Z.
R means tilt nunchuk right and press Z.
|
My controls are EXACTLY the same as Twilight Princess. And I do mean EXACTLY. Except for:
Two features that don't exist in TP:
Ocarina Mode: Tilting your Nunchuk to the Left puts it in Ocarina mode. Getting out, or playing, the ocarina only works in Ocarina mode. You can also use Ocarina mode when you want to press the A, B, C-Pad or Z buttons that OOT talks about, without triggering the Twilight Princess commands. And you can use Ocarina mode to Z-Target the Ocarina-Of-Time way, without using your shield. Otherwise you will automatically raise your shield when Z-Targetting.
Crouch and Block: Tilting your Nunchuk to the right will crouch, with your shield out, but without Z-Targetting. If your shield is too heavy you will look like a turtle. Only the stabbing sword attack will work in this mode (as you know if you played OOT).
One feature that does exist in Twilight Princess:
IR is not implemented yet while you hold down the Nunchuk C or B buttons, so you need to use the analog stick. That will be fixed very soon. I just need an IR light source.
One feature that MAY exist in Twilight Princess:
Throwing things by shaking the Nunchuk: You can't throw things by shaking the nunchuk yet. I heard that that is possible in Twilight Princess, but haven't confirmed it yet. That may just have been in the early version.
A couple of features that don't exist in OOT:
Shield thrust: Link hasn't learnt how to do a shield thrust at the time when OOT is set.
Finishing move: Link hasn't learnt how to do the finishing move yet.
And one feature for when you end up in an invalid state:
Start Button: You can use A+B on the title screen to start (like in Twilight Princess), but the rest of the time you can use Home for the Start button. That is only necessary for two purposes: Saving the game, and getting out of an invalid state. DONT use it to access or leave the subscreens, unless it is in an invalid state. If the Items/Quest Status/Map buttons say nothing when you enter the subscreen, but say something when you leave, then press the Home button to fix it. On the other hand, if it takes you to the wrong subscreen then you need to navigate to the correct subscreen using the analog stick, then proceed as normal (don't use start).
If you want to access the subscreen where you choose your sword and shield, then you need to press Plus, and navigate to the correct page with the analog stick. Then you need to navigate back to the quest status page with the analog stick before you leave the subscreen. Otherwise you will be in an invalid state.
Here is my version so far:
| Code: |
// Zelda: Ocarina of Time, with Twilight Princess controls!
// Version 1.5 - Emulator keys changed to default Project64, but with
// analog joystick instead of arrow keys.
// Items now work like in Twilight Princess - d-pad chooses which item
// is swapped into the B position, and B trigger fires it. But some
// items can be used by just pressing the d-pad button.
// Shield is now automatic when Z-Targetting.
// Improved sword swings, including diagonal.
// By Carl Kenner
// Please set Z-Targetting to HOLD, instead of TOGGLE in the options
// menu of Ocarina of Time.
//Set your emulator to these values:
//Analog Stick = PPJoy Virtual Joystick
//A-Button = X, B-Button = C, Start = Enter
//L-Button = A, R-Button = S, Z-Button = Z
//C-Left = Delete, C-Up = Home
//C-Right = PageDown, C-Down = End
// Note, I haven't played Twilight Princess. And I haven't got very
// far in Ocarina of Time. So this is just an early version.
// Note: Roll the nunchuk to the left for Ocarina mode
// Roll it right to use your shield without Z-Targetting
// analog = movement
if not var.Swinging then
ppjoy.analog0 = Wiimote.Nunchuk.JoyX
ppjoy.analog1 = Wiimote.Nunchuk.JoyY
// remember direction Link is facing
if abs(Wiimote.Nunchuk.JoyX)>0.1 or abs(Wiimote.Nunchuk.JoyY)>0.1 then
var.JoyDirX = Wiimote.Nunchuk.JoyX
var.JoyDirY = Wiimote.Nunchuk.JoyY
end if
end if
// A = Talk / open doors / interact
X = Wiimote.A
// Roll nunchuk left to use ocarina
var.Ocarina = -135 < Wiimote.Nunchuk.Roll < -60 degrees
C = var.Ocarina and Wiimote.B
// Roll nunchuk right to use your shield
var.Shield = 135 > Wiimote.Nunchuk.Roll > 60 degrees or (Wiimote.Nunchuk.ZButton and (not var.Ocarina))
S = var.Shield
var.ZTargetting = Wiimote.Nunchuk.ZButton
// B = trigger
// swing wiimote = sword
//C = Wiimote.B
// left, right, down = items
if pressed(Wiimote.Left) and (not var.Ocarina) then
var.item = 1
var.leds = 1
press(Delete)
wait 50ms
release(Delete)
wait 1000ms
press(X)
wait 50ms
release(X)
end if
if pressed(Wiimote.Down) and (not var.Ocarina) then
var.item = 2
var.leds = 2
press(End)
wait 50ms
release(End)
wait 1000ms
press(X)
wait 50ms
release(X)
end if
if pressed(Wiimote.Right) and (not var.Ocarina) then
var.item = 3
var.leds = 4
press(PageDown)
wait 50ms
release(PageDown)
wait 1000ms
press(X)
wait 50ms
release(X)
end if
if var.Ocarina then
var.LeftItem = Wiimote.Left
var.DownItem = Wiimote.Down
var.RightItem = Wiimote.Right
else if var.item = 1 then
var.LeftItem = Wiimote.B
var.DownItem = False
var.RightItem = False
else if var.item = 2 then
var.LeftItem = False
var.DownItem = Wiimote.B
var.RightItem = False
else if var.item = 3 then
var.LeftItem = False
var.DownItem = False
var.RightItem = Wiimote.B
end if
Delete = var.LeftItem
End = var.DownItem
PageDown = var.RightItem
var.SwingDiagonal = abs(Wiimote.RelAccX) >= 11 and abs(Wiimote.RelAccY) >= 11 and Sign(Wiimote.RelAccX) <> Sign(Wiimote.RelAccY)
var.SwingSideways = abs(Wiimote.RelAccX) >= 15 and abs(Wiimote.RelAccY) < abs(Wiimote.RelAccX)*0.6
var.SwingVertical = abs(Wiimote.RelAccY) >= 15 and abs(Wiimote.RelAccX) < abs(Wiimote.RelAccY)*0.6
var.SwingForwards = abs(Wiimote.RelAccZ) >= 15 and abs(Wiimote.RelAccX) < abs(Wiimote.RelAccZ)*0.6 and abs(Wiimote.RelAccY) < abs(Wiimote.RelAccZ)*0.6
if var.SwingDiagonal and (not var.Swinging) and (not var.Shield) and (not var.ZTargetting) then
var.Swinging = true
press(Z)
ppjoy.analog0 = 1 // right + z = swing diagonal
ppjoy.analog1 = 1
wait 50 ms
var.Swinging = true
press(C)
wait 100 ms
release(C)
release(Z)
wait 100 ms
var.swinging = false
end if
if var.SwingDiagonal and var.ZTargetting and (not var.Swinging) and (not var.Shield) then
var.Swinging = true
ppjoy.analog0 = 1 // Right + Z = diagonal
ppjoy.analog1 = 1
wait 100 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
if var.SwingDiagonal and var.ZTargetting and var.Shield and (not var.Swinging) then
var.Swinging = true
release(S)
ppjoy.analog0 = 1 // Right + Z = diagonal
ppjoy.analog1 = 1
wait 50 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
press(S)
end if
if var.SwingSideways and (not var.Swinging) and (not var.Shield) and (not var.ZTargetting) then
var.Swinging = true
ppjoy.analog0 = 0
ppjoy.analog1 = 0 // centred = sideways swing
wait 50 ms
var.Swinging = true
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
if var.SwingSideways and var.ZTargetting and (not var.Swinging) and (not var.Shield) then
var.Swinging = true
ppjoy.analog0 = 0
ppjoy.analog1 = 1 // Backwards + Z = sideways swing
wait 200 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
if var.SwingSideways and var.ZTargetting and var.Shield and (not var.Swinging) then
var.Swinging = true
release(S)
ppjoy.analog0 = 0
ppjoy.analog1 = 1 // Backwards + Z = sideways swing
wait 50 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
press(S)
end if
if var.SwingVertical and (not var.Swinging) and (not var.Shield) and (not var.ZTargetting) then
var.Swinging = true
ppjoy.analog0 = var.JoyDirX/hypot(var.JoyDirX, var.JoyDirY)
ppjoy.analog1 = var.JoyDirY/hypot(var.JoyDirX, var.JoyDirY)
wait 50 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
if var.SwingVertical and var.ZTargetting and (not var.Swinging) and (not var.Shield) then
var.Swinging = true
ppjoy.analog0 = 0
ppjoy.analog1 = 0 // Centred + Z = sideways swing
wait 200 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
if var.SwingVertical and var.ZTargetting and var.Shield and (not var.Swinging) then
var.Swinging = true
release(S)
ppjoy.analog0 = 0
ppjoy.analog1 = 0 // Centred + Z = sideways swing
wait 50 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
press(S)
end if
if var.SwingForwards and (not var.Swinging) and (not var.Shield) and (not var.ZTargetting) then
var.Swinging = true
press(Z)
ppjoy.analog0 = 0
ppjoy.analog1 = -1
wait 50 ms
press(C)
wait 100 ms
release(C)
release(Z)
wait 100 ms
var.swinging = false
end if
if var.SwingForwards and var.ZTargetting and (not var.Swinging) and (not var.Shield) then
var.Swinging = true
ppjoy.analog0 = 0
ppjoy.analog1 = -1
wait 200 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
if var.SwingForwards and var.ZTargetting and var.Shield and (not var.Swinging) then
var.Swinging = true
release(S)
ppjoy.analog0 = 0
ppjoy.analog1 = -1
wait 50 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
press(S)
end if
if var.SwingForwards and (not var.ZTargetting) and var.Shield and (not var.Swinging) then
var.Swinging = true
ppjoy.analog0 = 0
ppjoy.analog1 = -1
wait 50 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
/*
if abs(wiimote.RelAccZ) >= 15 and (not var.swinging) and (not var.Shield) then
var.swinging = true
press(Z)
wait 100 ms
ppjoy.analog1 = -1
wait 100 ms
press(C)
wait 100 ms
release(C)
wait 100 ms
release(Z)
wait 100 ms
ppjoy.analog1 = 0
wait 100 ms
var.swinging = false
end if
if abs(wiimote.RelAccZ) >= 15 and (not var.swinging) and (var.Shield) then
var.swinging = true
press(C)
wait 100 ms
release(C)
wait 100 ms
var.swinging = false
end if
*/
// Nunchuk shake = Spin attack
if abs(wiimote.Nunchuk.RelAccX) >= 15 and (not var.swinging) and (not var.Shield) then
var.swinging = true
press(C)
wait 1.1 seconds
release(C)
wait 100 ms
var.swinging = false
end if
// 1 = reveal map
Enter = Wiimote.One or Wiimote.Home
// 2 = toggle on screen map
A = Wiimote.Two
// up = talk with midna, er. I mean Naki
// C = first person
Home = Wiimote.Up or Wiimote.Nunchuk.CButton
// Z = Z-Target
z = Wiimote.Nunchuk.ZButton
// + / - = item screen / status menu (maybe in other order)
if pressed(Wiimote.Minus) and var.Page=0 then
press(Enter)
wait 100ms
release(Enter)
wait 2 seconds
press Z
wait 100ms
release Z
var.Page=1
Say("Select Item")
else if pressed(Wiimote.Minus) and var.Page=1 then
press(S)
wait 100ms
release(S)
wait 1 second
press(Enter)
wait 100ms
release(Enter)
var.Page=0
else if pressed(Wiimote.Minus) and var.Page=2 then
press(Z)
wait 100ms
release(Z)
var.Page=1
Say("Select Item")
else if pressed(Wiimote.Minus) and var.Page=3 then
press(Z)
wait 100ms
release(Z)
wait 1 second
press(Z)
wait 100ms
release(Z)
var.Page=1
Say("Select Item")
else if pressed(Wiimote.Minus) and var.Page=4 then
press(S)
wait 100ms
release(S)
var.Page=1
Say("Select Item")
end if
if pressed(Wiimote.Plus) and var.Page=0 then
press(Enter)
wait 100ms
release(Enter)
wait 2 seconds
press(S)
wait 100ms
release(S)
var.Page=3
Say("Quest Status")
else if pressed(Wiimote.Plus) and var.Page=1 then
press(S)
wait 100ms
release(S)
wait 1 second
press(S)
wait 100ms
release(S)
var.Page=3
Say("Quest Status")
else if pressed(Wiimote.Minus) and var.Page=2 then
press(S)
wait 100ms
release(S)
var.Page=3
Say("Quest Status")
else if pressed(Wiimote.Plus) and var.Page=3 then
press(Z)
wait 100ms
release(Z)
wait 1 second
press(Enter)
wait 100ms
release(Enter)
var.Page=0
else if pressed(Wiimote.Plus) and var.Page=4 then
press(Z)
wait 100ms
release(Z)
var.Page=3
Say("Quest Status")
end if
|
|
|
| Back to top |
|
 |
Zac-uk
Joined: 09 Jan 2007 Posts: 26
Digg It |
Posted: Fri Jan 12, 2007 7:18 pm Post subject: |
|
|
Would there be anyway you could use IR to control the C-Buttons? For example flick the remote up to talk to navi or POINT the remote to the left to get out a deku stick? I mean pointing, not rotating.
This would mean mapping IR to a keyboard function, do yoou think you could help us out a bit? |
|
| Back to top |
|
 |
CarlKenner Site Admin
Joined: 29 Nov 2006 Posts: 614
Digg It |
Posted: Fri Jan 12, 2007 8:27 pm Post subject: |
|
|
Version 1.5 is obsolete, please see the "Best ever Zelda..." post for version 2. It has everything (except sound and rumble).
I could make it use the IR to control the D-Pad, but that would interfere with the Twilight Princess control scheme which was the point of the script. Currently flicking the wiimote does a sword swing. But I guess if it was done slowly it would work. |
|
| Back to top |
|
 |
Öhr
Joined: 02 Jan 2007 Posts: 14
Digg It |
Posted: Sun Jan 14, 2007 12:43 am Post subject: |
|
|
| Zac-uk wrote: | Would there be anyway you could use IR to control the C-Buttons? For example flick the remote up to talk to navi or POINT the remote to the left to get out a deku stick? I mean pointing, not rotating.
This would mean mapping IR to a keyboard function, do yoou think you could help us out a bit? |
of course, its possible! you can use this code:
| Code: | //Simple IR C-Button script A by Öhr
// It uses the standart settings of the project 64 input plugin.
// W is C-Up
// A is C-Left
// S is C-Down
// D is C-Right
// set here the sensitivity
var.sensitiviy = 50 //0-100
//heres the maincode
if wiimote.dot1vis or wiimote.dot2vis then
var.axisy = wiimote.dot1y + wiimote.dot2y - 750
endif
if wiimote.dot1vis and wiimote.dot2vis then
var.axisx = wiimote.dot1x + wiimote.dot2x - 1000
var.dot1x = wiimote.dot1x
var.dot2x = wiimote.dot2x
endif
if wiimote.dot1vis and not wiimote.dot2vis then
var.axisx = wiimote.dot1x + var.dot2x + wiimote.dot1x - var.dot1x - 1000
endif
if wiimote.dot2vis and not wiimote.dot1vis then
var.axisx = wiimote.dot2x + var.dot1x + wiimote.dot2x - var.dot2x - 1000
endif
if wiimote.dot2vis = false and wiimote.dot1vis = false then
var.axisx = 0
var.axisy = 0
endif
var.finalx = var.axisx / -1300 / 1.2
var.finaly = var.axisy * -0.00134 / 1.2
if (var.finalx >= var.sensitiviy or var.playr == true) and var.playu == false and varplayl == false and and var.playd == false then
var.playr = true
Key.D = true
else
var.playr = false
Key.D = false
endif
if (var.finalx <= var.sensitiviy*(-1) or var.playl == true) and var.playu == false and varplayr == false and and var.playd == false then
var.playl = true
Key.A = true
else
var.playl = false
Key.A = false
endif
if (var.finaly <= var.sensitiviy*(-1) or var.playu == true) and var.playr == false and varplayl == false and and var.playd == false then
var.playu = true
Key.W = true
else
var.playu = false
Key.W = false
endif
if (var.finaly >= var.sensitiviy or var.playd == true) and var.playu == false and varplayl == false and and var.playr == false then
var.playd = true
Key.S = true
else
var.playd = false
Key.S = false
endif
|
as you can hopefully see, its totally simple - and not very useful. it might be cool if you play ocarina(A button is missing!), but for selecting items its stupid - this script is stupid for selecting items. if you want to use that script for selecting items/navi, use this script:
| Code: | //Simple IR C-Button script A by Öhr
// It uses the standart settings of the project 64 input plugin.
// W is C-Up
// A is C-Left
// S is C-Down
// D is C-Right
// set here the sensitivity
var.sensitiviy = 80 //0-100
//heres the maincode
if wiimote.dot1vis or wiimote.dot2vis then
var.axisy = wiimote.dot1y + wiimote.dot2y - 750
endif
if wiimote.dot1vis and wiimote.dot2vis then
var.axisx = wiimote.dot1x + wiimote.dot2x - 1000
var.dot1x = wiimote.dot1x
var.dot2x = wiimote.dot2x
endif
if wiimote.dot1vis and not wiimote.dot2vis then
var.axisx = wiimote.dot1x + var.dot2x + wiimote.dot1x - var.dot1x - 1000
endif
if wiimote.dot2vis and not wiimote.dot1vis then
var.axisx = wiimote.dot2x + var.dot1x + wiimote.dot2x - var.dot2x - 1000
endif
if wiimote.dot2vis = false and wiimote.dot1vis = false then
var.axisx = 0
var.axisy = 0
endif
var.finalx = var.axisx / -1300 / 1.2
var.finaly = var.axisy * -0.00134 / 1.2
if var.finalx >= var.sensitiviythen
Key.D = true
wait 10ms
Key.D = false
wait 1500ms
else
Key.D = false
endif
if var.finalx <= var.sensitiviy*(-1)then
Key.A = true
wait 10ms
Key.A = false
wait 1500ms
else
Key.A = false
endif
if var.finaly <= var.sensitiviy*(-1) then
Key.W = true
wait 10ms
Key.W = false
wait 1500ms
else
Key.W = false
endif
if var.finaly >= var.sensitiviy then
Key.S = true
wait 10ms
Key.S = false
wait 1500ms
else
Key.S = false
endif
|
i didnt test both scripts, because i have to sleep now.
@carlkenner,
stop advertising in my thread for your script! you can put ads for you ****ing script in your signature, but dont post it here, all the time! im proud of my script and youre taking away my customers
please, delete your posts from this thread, then you may also delete this little text about you and your ads! |
|
| Back to top |
|
 |
CarlKenner Site Admin
Joined: 29 Nov 2006 Posts: 614
Digg It |
Posted: Sun Jan 14, 2007 6:45 am Post subject: |
|
|
| You aren't actually selling anything, and neither am I. You are just helping people for free to control games how they want. |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|