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 Post subject: Telekines script v1.0
PostPosted: Wed Nov 09, 2011 7:54 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
Hello,
Some of you may know the Telekines script of 0.6.5.
I'm sort of reproducing it.
Currently it works only with your current worm (i.e. no mines, no barrels, no graves yet).
And you can also move the worms with mouse.
http://youtu.be/mEXaEC6aH9A

Commands:

G: enable/disable Telekines
Z: enable/disable Mouse control
Hold X: magnetize the mouse cursor for worms.
W/A/S/D: Move your worm Up/Left/Down/Right respectively
C: produce explosion

Current version: v1.0

Version history:
  • v0.1 - initial release.
  • v0.1.1 - changed R button to F for consistency.
  • v1.0 - rewritten from scratch, added mouse control.
  • v1.0.1 - compatible with swim suit & helicopter.


Attachments:
telekines.rar [1.14 KiB]
Downloaded 474 times


Last edited by StepS on Tue Aug 21, 2012 12:52 pm, edited 3 times in total.
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 Post subject: Re: Telekinesis script [alpha v0.1.1]
PostPosted: Sun Feb 26, 2012 9:19 am 
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Joined: Sun Feb 26, 2012 8:59 am
Posts: 3
Hello StepS,
How to use this script?

I copied this file to WA's Libs folder, now what do I need to test this script??
I don't knw what schemes/map I should set for this.. Thx


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 Post subject: Re: Telekinesis script [alpha v0.1.1]
PostPosted: Sun Feb 26, 2012 9:21 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
make a scheme, press LIBRARIES and adjust my lib. Then save the scheme


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 Post subject: Re: Telekines script v1.0
PostPosted: Tue Aug 21, 2012 12:52 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
Released update for it.
Version 1.0
Rewritten from scratch and now you can move worms with mouse

Version 1.0.1
compatible with Swim Suit & helicopter


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