- Extracted all 13,555 files from files.7z (1.2GB uncompressed) - Includes: vehicles, tracks, audio, textures, UI, manifests - Also kept files.7z for easy download - Full working directory for asset development
116 lines
3.5 KiB
Plaintext
116 lines
3.5 KiB
Plaintext
//// Script Tutorial/Help:
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// Each line is 1 command. Anything after '//' on a line are comments and ignored
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// Each command looks like:
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// ~!Command: <arguments ...>
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// The ~ and ! are option, and different commands have different arguments.
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// ~ means 'sometimes run this'. It gives that command a "50/50" chance it'll get skipped. Allows you to do variable scripts (sometimes buy the car, sometimes don't etc)
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// ! means 'not'. Put it on an "GotoIf..." command. So "GotoIfGame: label" would goto the label when the game is active
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// But "!GotoIfGame: label" will go to the label when it is NOT the game (could be menu or splash etc)
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// Click postions can be negative, and it means 'anywhere' (random). Otherwise x/y screen cords in the 0 to 1 range (so "0.5 0.5" is middle of the screen)
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// Every single feature/command is currently used in this script. If it's not here, it's not anywhere.
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// The indentation isn't required - it just makes it easier to read!
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// For more explicit help or better explanations please see Ptolemy.
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Log: Running Play Timing Script!
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InitTimeEvent: // this removes any existing skid warning log.
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// start phase - wait till we're either in the menu or in the game and goto that section
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// since we might goto tutorial or straight into menu can't predict and need to wait to find out
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Label: start
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Wait: 500
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GotoIfPopup: popup
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GotoIfMenu: menu
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GotoIfGame: game
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// if we have no idea where we are? click randomly :D
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~Click: -1.0 -1.0
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Goto: start
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// if we're in the menu, loop clicking randomly till we hit the game
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Label: menu
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GotoIfPopup: popup
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GotoIfStore: store
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GotoIfMenu: playNext // example of "GotoIfMenuIs:", first argument is menu name, 2nd is label to goto
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Wait: 500
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!GotoIfMenu: start
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// we're still in the menu, probably lost/stuck - try to get unstuck!
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~PressButton: BTN_CONTINUE
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~PressButton: TOUR_BTN_CONTINUE
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~PressButton: BTN_STREAM_INTRO_CONTINUE
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~Click: -1.0 -1.0
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~Goto: back
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~Goto: fullBack
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Goto: start
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Label: playNext
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TimeEvent: // if no un-played events are found it will play random one avaliable
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Wait: 1000
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Goto: start
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Label: popup
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~PressButton: BTN_OK // if we don't have enough money, hit continue
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~PressButton: BTN_CONTINUE // if we don't have enough money, hit continue
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~PressButton: BTN_POPUP_CONTINUE // if we don't have enough money, hit continue
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~PressButton: POPUP_CONTINUE_BTN // if we don't have enough money, hit continue
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~PressButton: BTN_POPUP_YES // if we have enough money, confirm the purchase
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//~PressButton: BTN_OPTION_1 // tutorial popups about PR etc use these
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~PressButton: BTN_OPTION_2 // tutorial popups about PR etc use these
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Wait: 500
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!GotoIfPopup: start // if NOT popup, goto start, otherwise ...
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Wait: 100
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~Click: -1.0 -1.0 // try random clicking if our popup didn't go away yet
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Goto: popup // reset, try again
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// if we're in the game, loop clicking randomly till we return to menu
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Label: game
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Click: 0.95 0.95
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Wait: 1500
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PressButton: BTN_CONTINUE
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PressButton: POPUP_CONTINUE_BTN
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PressButton: REWARD_STORY_CONTINUE_BTN
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PressButton: TUNING_PURCHASE_BTN_LATER
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PressButton: PITLANE_NEXT_BTN
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Wait: 1500
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GotoIfMenu: menu
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GotoIfPopup: popup
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GotoIfStore: store
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Goto: start
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// sometimes you get stuck, this just clicks back alot and try's to exit
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Label: fullBack
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Click: 0.01 0.01
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Wait: 500
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Click: 0.01 0.01
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Wait: 500
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Click: 0.01 0.01
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Wait: 500
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Label: back
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Click: 0.01 0.01
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Wait: 500
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Goto: start
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// End of line |