Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on Apr 27, 2008 1:44:13 GMT -5
The actual dimesions of an object usually vary from its visible size
Oh, well thats the clearest answer I've ever seen! anyway, thats pretty much what I guess I do now, then leave a note in the mod of the size I discovered...LOL which reminds me, If this helps you in any way!
In case you don't already have this jotted down for any reason, at scale 10, cratelid2.tik is 212 by 314
Green has always used an algiers mod that I only added to, so I decided to do one from scratch and it's been a gruesome few days of roof plating to increase the playing field a little...(Dang food network channel made me keep turning around).
On an extra note, I'm glad to see your jetpack upclose finally! I played around with the first version I found a few years back and it crashed the server The original I saw was the yellow acetylene tank strapped to the back.
This brings be some questions. Do you have a list of the areas of a player model you can attach things to? Is the back of the neck, different than the back? Just what is the list of eg Bip01 R Forearm places?
And so you know, I "might" ask in the future, how to attach in a trigger I already can do and reasonable sure how to remove it 3 seconds later, but not sure if it's going to be crash safe or not, especially if it had a long blast of steam out the back. Ok, in short, thinking of jumpspots
jumpspot1: local.trig = spawn trigger_multiple origin ( 354.31 200.91 48.13 ) local.trig setsize ( -10 -10 0) ( 10 10 5)
while(1) { local.trig waittill trigger local.p = parm.other parm.other jumpxy 300 30 110 } end
with a scaled down wavey flag for a cape, and the steam/gust o wind out the back with a swish sound, then remove at the landing of the jump. Thats what I'm going for, my first concern is always lagg and the amount if info sent to and fro server. Ideas, or is there a scipt done already I know not of for something even close to this?
Also, please do in the next client update, put a smiley on the nosecone of rockets and whatever else similar!!!! I had several experiences tonight where if I knew I'd a had the knowledge of it coming, I would have done a screenshot! I know you like your own homade stuff, so I'll say this. The smoke trail for the rocket launcher I have works with the pulse rifle nade, and leaves a really cool trail of smoke. For me....not light enough...(too brown) but I thought you might like a new idea for the smoke trail also.hhhmmmm when does the dinomite arrows come out for the crossbow? make an item charge up. like a combo nade/bullet or extra ammo inventory...like if you found the trigger, your next 2 shots are dinomite rounds or something?...just a thought, but I did finnaly see the flaming arrows! VERY COOL!
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Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on May 2, 2008 14:26:54 GMT -5
Can't believe I found it even after searching for something totally different!
With the tripwire script..."Yours" is there a way to specify means of death and sound associated with it easily? I'm mostly interested in slime, beam, impale, fire and of coarse electric? well actually all of them but those specifically.
The slime death I was thinking the acid smoke, but If I see a couple different examples on attaching it, I should be able to change it up on my own from there, I think...lol have to see it first.
---------------------------------edit-----------------------------------------
ok I'm officially stuck.
this is the doorway in bazaar to the little sniper room "you have a door on yours"
I can't seem to get the beam to go up and down the middle of the doorjam.
--------------------------------edit again------------------------------------
I got to thinking about this as I've stared at it for over 6 hrs now, and I'm wondering. Will this script even let it go up and down, or is it strictly a N to S script?
--------------------------------edit again again---------------------------
Happy B-Day too!
--------------------------------edit again again again---------------------
I may have figured it out.
tripwire2: local.wire = spawn func_beam local.wire.origin = ( 5.28 -230 160.13 ) local.wire endpoint ( 5.28 -350 160.13 ) local.wire color ( 9 9 0.0) local.wire scale .25 local.wire numsegments 1 local.wire activate local.trip = spawn trigger_multiple "targetname" "tripwire2" local.trip.origin = ( 5.28 -287 160.13 ) //middle of wire local.trip setsize ( -1 -60 -1 ) ( 1 60 1 ) //stretch to fit wire endpoint minus origin then divide by 2 for middle number local.trip setthread boom2 while(1) { for (local.place = 5.28; local.place <= 180; local.place += 3) { local.wire.origin = ((local.place) -230 160.13 ) local.wire endpoint ((local.place) -350 160.13 ) local.trip.origin = ((local.place) -287 160.13 ) waitframe } for (local.place = 180; local.place >= 5.28; local.place -= 3) { local.wire.origin = ((local.place) -230 160.13 ) local.wire endpoint ((local.place) -350 160.13 ) local.trip.origin = ((local.place) -287 160.13 ) waitframe } } end
//model.scr //firedeath.scr //can't find electrical death and sound //$player hurt 100 lava boom2: $tripwire2 notTriggerable exec global/model.scr $tripwire2.origin radiusdamage ($tripwire2.origin) 250 125 ///damage and radius parm.other iprint "Watch out for Yellow Tripwires!" parm.other stufftext "say <---<< Didn't Duck or Jump..." wait 2 $tripwire2 triggerable end
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Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on May 4, 2008 15:20:17 GMT -5
Ok, super officially stuck
I started toying with this code, but the only thing I get to happen is the trigger works, but no beam let alone it going up and down.
tripwire2: local.wire = spawn func_beam local.wire.origin = ( 5.28 -230 165.13 ) local.wire endpoint ( 5.28 -350 165.13 ) local.wire color ( 5 5 0.0) local.wire scale .25 local.wire numsegments 1 local.wire activate
local.trip = spawn trigger_multiple "targetname" "tripwire2" local.trip.origin = ( 5.28 -287 165.13 ) //middle of wire local.trip setsize ( -1 -60 -1 ) ( 1 60 1 ) //stretch to fit wire endpoint minus origin then divide by 2 for middle number local.trip setthread boom2
while(1) { if(randomint 2) {local.height = 160.13} //origional height else {local.height = 170} //going to
for (local.place = -230; local.place <= -200; local.place += 4) {local.wire.origin = ( 5.28 local.place local.height) local.wire endpoint ( -350 local.place local.height) local.trip.origin = ( 5.28 local.place local.height) waitframe}
if(randomint 2) {local.height = 160.13} else {local.height = 170}
for (local.place = -200; local.place >= -230; local.place -= 4) {local.wire.origin = ( 5.28 local.place local.height) local.wire endpoint ( -350 local.place local.height) local.trip.origin = ( 5.28 local.place local.height) waitframe} } end
boom2: $tripwire2 notTriggerable exec global/model.scr $tripwire2.origin radiusdamage ($tripwire2.origin) 250 55 ///damage and radius parm.other iprint "Watch out for yellow tripwires!" parm.other stufftext "say <---<< SHOULD HAVE DUCKED!" wait 2 $tripwire2 triggerable end
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on May 4, 2008 15:58:05 GMT -5
Make sure your origin isn't inside a wall.
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Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on May 24, 2008 21:39:54 GMT -5
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Post by Urumii-Previously ThePresident on May 25, 2008 3:47:53 GMT -5
I always meant to ask... its kinda related to this...
Do you know why when loading the nade on the rifle, it will play the sound normally and in sync with the loading. But then it will kinda echo itself and keep replaying the sound. Normally it only echos for one pass, but sometimes it will get stuck and keep echoing the same part of the sound over and over until I bash or shoot or something.
This has happened on 3 computers I've used, but it might be a conflict with some other pk3 I have. I've had all the same pk3's in all computers.
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Post by vinsanity on May 25, 2008 9:07:20 GMT -5
I too have noticed this, but for me it only plays the sound twice.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on May 25, 2008 13:01:19 GMT -5
When converting a SP map to multiplayer, have you ever had the problem with weapons disappearing/invisible? If so, how did you solve the problem? Never had that problem! ================================= The double mortar rifle loading sound happens because of a mistake the designers made. Some sounds are handled by the weapon files and some by the animation files. This sound is triggered by both. You don't hear it if you have a very low ping, because they play at the same time. That's why it never got caught in testing. The higher your ping the bigger the difference between the start time for the sounds, and the worse the "echo".
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Post by vinsanity on May 25, 2008 19:29:01 GMT -5
i see said the slower ping guy
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Post by Gen.Savahoe on May 25, 2008 21:52:31 GMT -5
I've heard it alot!!!! Now I know I'm not crazy!!!
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Durza
New Member
Posts: 39
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Post by Durza on Aug 1, 2008 22:07:38 GMT -5
I have a problem, I am using a ghost mod I found in modtheater. the problem is it kills the fog and the sound when I use it... any ideas on why it might be doing that?
here is the lines in the stadt script file:
sewerguy1:
local.ghost1 = spawn script_model targetname "ghostdude1" local.ghost1 model "models/static/body_german01.tik" local.ghost1.origin = ( -260.72 2065 -263.88 ) local.ghost1.angles = ( 0 90 0 ) local.ghost1 ghost thread ghostmove end
ghostmove: $ghostdude1 speed 20 $ghostdude1 wait 5 $ghostdude1 movenorth 450 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movewest 808 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movesouth 2500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movewest 850 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movesouth 1500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movenorth 1500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 moveeast 850 $ghostdude1 waitmove $ghostdude1 wait .1 $ghostdude1 movenorth 2500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 moveeast 808 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movesouth 450 $ghostdude1 waitmove goto ghostmove end
I tried making it load later... deleting the end after thread ghostmove.. didnt work... I honestly have no idea on how to make this work... thanks in advance for the help
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 1, 2008 23:11:08 GMT -5
I don't see a problem with the part you posted. Post the entire script for that map and I'll take a look.
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Durza
New Member
Posts: 39
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Post by Durza on Aug 3, 2008 14:29:32 GMT -5
Ok, its kinda long, its part of unclebobs spawn protect mod: main: // stadt map MOD version 1.5 by unclebob // set scoreboard messages setcvar "g_obj_alliedtext1" "Stadt" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" " " setcvar "g_obj_axistext2" " " setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "mp_Stadt_dm" // steps 3 #1 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -954.00 2235.00 0.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #2 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -954.00 2235.00 47.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #3 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -954.00 2282.00 0.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // steps 3 crates allied spawn sewer #1-1 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3145.00 -263.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #1-2 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3145.00 -216.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #1-3 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3145.00 -169.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #1-4 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3145.00 -122.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #1-5 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3155.00 -75.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #2-1 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3098.00 -263.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #2-2 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3098.00 -216.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #2-3 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3098.00 -169.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #3-1 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3051.00 -263.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #3-2 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3051.00 -216.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // #4-1 local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -2525.00 3004.00 -263.00 ) local.static.angles = ( 0 90 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage
// by 1st truck local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -1997.00 3323.00 0.00 ) local.static.angles = ( 0 -54 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // hand truck local.static = spawn script_model local.static model "static/indycrate.tik" local.static.origin = ( -1443.00 139.00 41.00 ) local.static.angles = ( 0 40 0 ) local.static solid local.static immune bullet local.static immune fast_bullet local.static immune bash local.static immune mg local.static immune rifle local.static immune explosion local.static nodamage // 1st truck local.dresser = spawn script_object local.dresser model "static/vehicle_gmctruck.tik" local.dresser.origin = ( -1885.00 3082.00 0.00) local.dresser.angles = (0 -90 0) local.dresser solid local.dresser immune bullet local.dresser immune fast_bullet local.dresser immune bash local.dresser immune mg local.dresser immune rifle local.dresser immune explosion local.dresser nodamage // 2nd truck local.dresser = spawn script_object local.dresser model "static/vehicle_gmctruck.tik" local.dresser.origin = ( -1370.00 2861.00 0.00) local.dresser.angles = (0 16 0) local.dresser solid local.dresser immune bullet local.dresser immune fast_bullet local.dresser immune bash local.dresser immune mg local.dresser immune rifle local.dresser immune explosion local.dresser nodamage local.fix1 = spawn script_model local.fix1 model "static/indycrate.tik" local.fix1.origin = ( -2070 2419.8 328 ) local.fix1.angles = ( 0 0 0 ) local.fix1 solid local.fix2 = spawn script_model local.fix2 model "static/indycrate.tik" local.fix2.origin = ( -2070 2512.8 328.13 ) local.fix2.angles = ( 0 0 0 ) local.fix2 solid
local.fix3 = spawn script_model local.fix3 model "static/indycrate.tik" local.fix3.origin = ( -2063 2406 375.3 ) local.fix3.angles = ( 0 10 0 ) local.fix3 solid local.fix4 = spawn script_model local.fix4 model "static/indycrate.tik" local.fix4.origin = ( -2165 2534 328.13 ) local.fix4.angles = ( 0 90 0 ) local.fix4 solid local.fix5 = spawn script_model local.fix5 model "static/indycrate.tik" local.fix5.origin = ( -2067 2483 375.44 ) local.fix5.angles = ( 0 -8 0 ) local.fix5 solid
local.fix6 = spawn script_model local.fix6 model "static/indycrate.tik" local.fix6.origin = ( -2197 2530 375.44 ) local.fix6.angles = ( 0 91 0 ) local.fix6 solid
local.fix7 = spawn script_model local.fix7 model "static/indycrate.tik" local.fix7.origin = ( -2126 2532 375.44 ) local.fix7.angles = ( 0 90 0 ) local.fix7 solid // window block S house local.fix8 = spawn script_model local.fix8 model "static/wardrobe_damaged.tik" local.fix8.origin = ( -2272 2660 328.13 ) local.fix8.angles = ( 0 180 0 ) local.fix8.scale = 1 local.fix8 immune fast_bullet local.fix8 immune bash local.fix8 immune mg local.fix8 immune rifle local.fix8 immune explosion local.fix8 nodamage // ammo local.Ammo1 = spawn models/items/item_rifle_ammobox.tik local.Ammo1.origin = ( -1311 -992 0 ) local.Ammo1.angles = ( 0 134 0 ) // ammo local.Ammo4 = spawn models/items/item_rifle_ammobox.tik local.Ammo4.origin = ( -1998 3324 47 ) local.Ammo4.angles = ( 0 44 0 )
//sewerguy1:
local.ghost1 = spawn script_model targetname "ghostdude1" local.ghost1 model "models/static/body_german01.tik" local.ghost1.origin = ( -260.72 2065 -263.88 ) local.ghost1.angles = ( 0 90 0 ) local.ghost1 ghost thread ghostmove end
ghostmove: $ghostdude1 speed 20 $ghostdude1 wait 5 $ghostdude1 movenorth 450 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movewest 808 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movesouth 2500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movewest 850 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movesouth 1500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movenorth 1500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 moveeast 850 $ghostdude1 waitmove $ghostdude1 wait .1 $ghostdude1 movenorth 2500 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 moveeast 808 $ghostdude1 waitmove $ghostdude1 wait 2 $ghostdude1 movesouth 450 $ghostdude1 waitmove goto ghostmove end
// call additional stuff for playing this map round based is needed if(level.roundbased) thread roundbasedthread level waitTill prespawn
//*** Precache Dm Stuff exec global/DMprecache.scr exec global/ambient.scr exec global/door_locked.scr::lock
level.script = maps/dm/MP_Stadt_DM.scr level.music = mp_stadt_dm $world farplane 3250 $world farplane_color (.333 .333 .329) $world farplane_bias -100
level waittill spawn exec maps/dm/stadtmod.scr
end //-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here. level waitTill prespawn
// set the parameters for this round based match level.dmrespawning = 1 // 1 or 0 level.dmroundlimit = 5 // round time limit in minutes level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 3, 2008 23:49:16 GMT -5
Take this and move it to the top, right under "main:" and remove the "end" from it.
// call additional stuff for playing this map round based if(level.roundbased) thread roundbasedthread
level waitTill prespawn
//*** Precache Dm Stuff exec global/DMprecache.scr exec global/ambient.scr exec global/door_locked.scr::lock
level.script = maps/dm/MP_Stadt_DM.scr level.music = mp_stadt_dm
$world farplane 3250 $world farplane_color (.333 .333 .329) $world farplane_bias -100
level waittill spawn
exec maps/dm/stadtmod.scr
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Durza
New Member
Posts: 39
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Post by Durza on Aug 4, 2008 20:58:20 GMT -5
Thank you sir, its working nicely!
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