Major_A
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Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on Aug 23, 2009 18:25:46 GMT -5
omg ty, i was going nuckin' futz looking for those.
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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 Sept 20, 2009 22:20:03 GMT -5
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Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Sept 29, 2009 0:06:21 GMT -5
Hey Lamron, I'm curious, is it possible to write a batch file to load a server to play on?
Loads game, then the server.
ie click here fictitious icon then pick A or 1 - spearhead server such and such or B or 2 - COD server such and such?
If you don't have the game it just says, " game exe not found" then exits like 3 seconds delay time later.
I would be interested in such a shortcut bat file dos menu if it is possible, just need to see a working example of both cmd lines in the bat file.
almost positive mo-ha does it, but don't know about cod.
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Lamron
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Post by Lamron on Sept 29, 2009 0:41:36 GMT -5
If you just want to start a game and go directly to a particular server, you can do that easily by modifying the shortcut to the .exe. Or if are you trying to make a menu system for the user to select the game they want to play? .bat or .vbs or .ahk could all be used, depending on how you want to set it up.
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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 Oct 17, 2009 18:45:17 GMT -5
do you have any plans to update the map mod downloads, or was version 10 the last time you've added anything ?
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Major_A
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Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on Dec 1, 2009 13:30:07 GMT -5
this is code from TMT...your useheld It is relevant for near future to the scr file I had sent you yesterday...IF, secondaryfireheld can be used in spearhead. I've seen a couple things that leads me to believe it doesn't and then it does, so now I'm confuzed. If I knew how to add new weapon to the loadout and plant it with fire button I'd forgo all this stuff checkplayers: while(1) { for(local.p = 1; local.p <= $player.size;local.p++) { if($player[local.p].useheld ==1) {$player[local.p] waitthread holdme} } wait 2 } end
holdme: for(local.counter=0;local.counter<3;local.counter++) { if(self.useheld == 0) {end} //player let go, so go back to checkplayers wait 1 } //held for three seconds, now do stuff end
One of my questions are it's usage. //held for three seconds, now do stuff
thread whatever main script is //<<----is this what you do?
end
I'm trying to get a script similar to the one I mailed you about shooting for detonation, but this one is for teams that don't kill team mates. In the end, I'm trying to get this to work with freeze tag, freeze tag has melting laser for use key already, very bad things happen when using mines and freeze tag
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 1, 2009 16:08:26 GMT -5
Its going to be tricky to mix mods together from different sources, but I can give you some hints on how to make it work.
If you need two different functions from the USE key, you can use the player's stance to differentiate.
if($player[local.p].useheld ==1 && $player[local.p] getposition == "standing") {//do stuff}
if($player[local.p].useheld ==1 && $player[local.p] getposition == "crouching") {//do stuff}
You can set it so that the player has to be crouched to set the mines, and standing to unfreeze(or vice versa).
=======================================================
Making a trigger sensitive to being shot, or to players being near requires a different usage for triggers than you're use to. You need to set up the trigger and NOT setThread or waitTill trigger. Basically, the trigger exists and has health, but doesn't do anything. Then set up a loop to check for any number of possible conditions.
Set the trigger to have 1 health and be vunerable to bullets only:
local.trigger = spawn trigger_multiple "spawnflags" "128" "health" "1" local.trigger.origin = self.origin + (0 0 30) local.trigger setsize ( -15 -15 -30) (15 15 0) local.trigger immune fire local.trigger immune grenade
"self" in this script is the player who set the mine.
self.inradius = 0 while(local.trigger.health > 0 && self.inradius != 1) { for(local.person = 1; local.person <= $player.size;local.person++) {if(local.trigger cansee $player[local.person] 360 100 && $player[local.person].health > 0 && $player[local.person].dmteam != "spectator") {self.inradius = 1}} if(self == NULL) //player who set mine has left the server. {local.bomb delete local.trigger delete end} waitframe }
if(self.inradius == 1) {local.shooter = self} else {local.shooter = parm.other} self iprint "Proximity Mine Detonated."
We are continuously checking to see if the trigger's health is zero (somebody shot it) or if another live player is within range of it. Local.shooter is who you want to give all the kill credit to. It will either be the original setter, if it was set off by proximity, or it will be the person who shot it.
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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 Dec 7, 2009 19:50:36 GMT -5
how do you make a black or brown funct beam?
is there a secret to the colors? I'm assuming they are ( 0 0 0 ) which is RGB
does it go from .1 to 9 in range?
I'm trying to make brown and black colors.
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Lamron
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Posts: 5,214
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Post by Lamron on Dec 7, 2009 22:11:38 GMT -5
Colors are 0-1 If you're playing with colors in Paint and make a brown you like, for example: (160 100 67), divide each by 256 to get (0.63 0.39 0.26).
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Major_A
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Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
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Post by Major_A on Dec 8, 2009 14:08:17 GMT -5
ok well, lol I tried 0 0 0 yesterday before I posted trying to get black but no color is there why is that?
and also how did you figure out that that's how the color worked?
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 8, 2009 20:06:58 GMT -5
If I remember correctly, (0 0 0) doesn't work properly. I think it treats it like "no color", rather than black. Replace your color line with this instead:
local.beam tileshader "textures/barrel/blackbarrel"
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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 Dec 15, 2009 0:10:20 GMT -5
OMG!!! Have I told you you were a god lately? I'm sure that would give me black if I changed my scale, but that 1 line of code just changed a whole lot of things I've wanted to do for a long time!!! For starters, I liked my BazaarO' map before, but now it no longer looks so futuristic with multi-colored lightbridges everywhere. It looks like a carpenter just visited and built some nice non-transparent wooden bridges! //////////////////////////////////// I'm starting to dabble with adding weapon classes a little. I'm stuck with trying to reverse engineer mods that replace weapons ie the flamethrower replaces the bazooka...this is sort of confusing when it's done this way. I'm not trying to add cutom models to the game, but rather use the ones already in it. So the question is, do you have or know of a template of some kind that would accomplish this? As an example adding a pistol or grenade class to throw down a health pack? I know of the medic mod, I'm just trying to avoid the use key for other reasons. The only other one I can think of is the throwing knives, but there is so much there it gets confusing, I just wanted to know if there was a one item mod or template done somewhere that I could pick apart.
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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 Dec 27, 2009 19:51:42 GMT -5
I may not be giving enough information but what does this do?
it is exactly like this with nothing in the quotes.
self weaponcommand dual targetname ""
full usage in the file
main local.anim:
self weaponcommand dual targetname ("weapon" + self.entnum + self.dmteam) $("weapon" + self.entnum + self.dmteam) anim local.anim $("weapon" + self.entnum + self.dmteam).angles = ( 270 -120 -270 ) //100 120 -90 270 -120 -270
self weaponcommand dual targetname ""
end
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 27, 2009 23:40:48 GMT -5
That sets the targetname back to nothing, making it like it never had one. Its there to prevent two items from accidently ending up with the same targetname and confusing the script. It also cuts down on the number of things the server has to keep track of. You only need that item to HAVE a targetname very briefly, but the server has to remember what and where it is for as long as it exists.
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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 Dec 29, 2009 19:32:20 GMT -5
Since you already know I'm an idiot, I'm going to ask you before I post in an old topic over there. looking at www.modtheater.com/forum/showthread.php?t=27167It says to you will need to change: STAND_PROPER to STAND is it still necessary since it's an old post? Is only the STAND_PROPER to STAND getting changed in his torso edits? also where it says commanddelay 0.05 forcetorsostate "STAND_PROPER" to STAND? Here is why I don't undertstand... Why didn't he do it? before posting what he did? //state changes/additions for new weapons. *********************************************************************************************************** in stand: DO_HAMMER : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Sledge Hammer" DO_HAMMER : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Sledge Hammer" DO_WELD : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Welding Torch" DO_WELD : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Welding Torch" DO_SCREW : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Screwdriver" DO_SCREW : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Screwdriver" ************************************************************************************************************ in RAISE_WEAPON: RAISE_SCREW : IS_NEW_WEAPON "mainhand" "Screwdriver" RAISE_SLEDGE : IS_NEW_WEAPON "mainhand" "Sledge Hammer" RAISE_WELD : IS_NEW_WEAPON "mainhand" "Welding Torch" ************************************************************************************************************ stand alone states: state DO_SCREW { entrycommands { weaponcommand mainhand name "Colt 45" viewmodelanim fire_secondary 1 weaponcommand mainhand name "Screwdriver" commanddelay 0.25 weaponcommand mainhand shoot } action { pistol_butt : default } states { STAND_PROPER : ANIMDONE_TORSO } } state DO_HAMMER { entrycommands { weaponcommand mainhand name "Colt 45" viewmodelanim fire_secondary 1 weaponcommand mainhand name "Sledge Hammer" commanddelay 0.25 weaponcommand mainhand shoot } action { pistol_butt : default } states { STAND_PROPER : ANIMDONE_TORSO } } state DO_WELD { entrycommands { weaponcommand mainhand name "Colt 45" viewmodelanim fire exec weapons/welder.scr idleon weaponcommand mainhand name "Welding Torch" commanddelay 0.25 weaponcommand mainhand shoot commanddelay 1 exec weapons/welder.scr idleoff } action { pistol_stand_fire : default } states { STAND_PROPER : ANIMDONE_TORSO } } state RAISE_SCREW { entrycommands { commanddelay 0.05 activatenewweapon commanddelay 0.05 forcetorsostate "STAND_PROPER" commanddelay 0.25 exec weapons/screw_angle.scr } } state RAISE_SLEDGE { entrycommands { commanddelay 0.05 activatenewweapon commanddelay 0.05 forcetorsostate "STAND_PROPER" commanddelay 0.25 exec weapons/sledge_angle.scr } } state RAISE_WELD { entrycommands { commanddelay 0.05 activatenewweapon commanddelay 0.05 forcetorsostate "STAND_PROPER" commanddelay 0.25 exec weapons/welder.scr idleoff } }
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