Search found 29 matches

by Rindog
Mon Apr 02, 2007 11:04 pm
Forum: Off Topic
Topic: Q3Radiant with interface as MohRadiant ?
Replies: 3
Views: 759

I'm not sure what you are asking! Why don't you use Mohradiant if you like the features?
by Rindog
Sun Sep 17, 2006 1:47 pm
Forum: Scripting
Topic: Running
Replies: 10
Views: 992

For AA use:

"sv_runspeed"
"sv_walkspeed"


For SH use:

"sv_runspeed"
"sv_walkspeedmult" (float value between 0.0 and 1.0)
by Rindog
Fri Aug 19, 2005 8:05 pm
Forum: Scripting
Topic: 0 0 0 spawn
Replies: 4
Views: 247

I think if you spawn something at a coordinate that don't exist, it will put it at (0,0,0). Maybe that's what is happening.
by Rindog
Fri Mar 25, 2005 2:59 pm
Forum: Scripting
Topic: Checking for an entity of type in a certain radius?
Replies: 2
Views: 126

vector_within

Code: Select all

 if (vector_within $player[local.i].origin $holsterspot.origin 500)
     {
         $player[local.i] holster
     } 
In this example, if the player goes within 500 world units of the holsterspot, they will be forced to holster their weapon.
by Rindog
Sat Mar 19, 2005 8:33 pm
Forum: Scripting
Topic: Remove ents that havent been given targetnames
Replies: 11
Views: 369

I was able to remove some of the barbedwire models on m3l3 using removeent. But, I don't think they are the ones you wanted to remove. I looked in the decompiled map file of m3l3 and they didn't show up.

Here's the code I used

level waittill spawn
waitframe
removeent 11
waitframe
removeent ...
by Rindog
Thu Feb 17, 2005 11:34 pm
Forum: Scripting
Topic: func_beam problem
Replies: 4
Views: 303

local.player = parm.other

local.beam = spawn func_beam
local.beam.origin = local.player.origin + ( 0 0 93 )
local.beam endpoint (local.player.origin + ( 0 0 105 ))
local.beam minoffset 0.0
local.beam maxoffset 0.0
local.beam color (1 0 0)
local.beam.scale = 6
local.beam shader ("textures/hud ...
by Rindog
Sat Jan 29, 2005 5:45 pm
Forum: Scripting
Topic: Spawning spawn points...
Replies: 11
Views: 456

Sorry, didn't see the PM. Yes the german_elite_officer is axis and russian_crazy_boris is allied, and the german_scientist represents ffa spawnspots.
by Rindog
Sat Jan 29, 2005 5:36 pm
Forum: Scripting
Topic: Spawning spawn points...
Replies: 11
Views: 456

If that was a question, then yes. My disclaimer in the mod lets you use it how you want. Credit would be nice, but I'm not really concerned with that either. It's a community mod and without the community, this mod might not have been possible.
by Rindog
Sat Jan 29, 2005 4:52 pm
Forum: Scripting
Topic: Spawning spawn points...
Replies: 11
Views: 456

Good point on the "nil listener"! Never considered it. Never had a problem. But you are right, the potenial is there.

Actually, each map has a seperate file for the original spawns and ones that I have added. Download my mod and take a look at it. I just copied parts of it to show you my method.
by Rindog
Sat Jan 29, 2005 1:36 am
Forum: Scripting
Topic: Spawning spawn points...
Replies: 11
Views: 456

Here's how I block spawns. They are invisible and the players can run right through them. I have a mod that's a MAM addon but it is useful without MAM. It's got a lot of the original spots for most of the stock maps for all three games.
http://rindog.com/index.php?module=get_dload&ID=8
spawn_block ...
by Rindog
Wed Dec 22, 2004 4:29 pm
Forum: Scripting
Topic: notsolid with lighting problem
Replies: 7
Views: 360

Shouldn't

level.corona[local.j].origin = level.lumiere[local.j]

be:

level.corona[local.j].origin = level.lumiere[local.j].origin
by Rindog
Tue Dec 21, 2004 4:42 am
Forum: Scripting
Topic: pusher
Replies: 2
Views: 178

I've used it in SH to prevent tele-fragging when teleporting.


ports:
for (local.i = 1 ; local.i <= level.ports.size ; local.i ++)
{
local.portlight = spawn script_model
local.portlight model "fx/corona_red.tik"
local.portlight.origin = level.ports[local.i][1]
local.portlight.scale = 3 ...
by Rindog
Fri Nov 12, 2004 2:28 pm
Forum: Scripting
Topic: Bind Keys to Get ScreenShot
Replies: 2
Views: 168

alias hudoff "ui_hud 0; fps 0; bind del hudon"
alias hudon "ui_hud 1; fps 1;bind del hudoff"
by Rindog
Fri Sep 24, 2004 3:52 pm
Forum: Scripting
Topic: Urc Model Render Help
Replies: 4
Views: 183

Not all cvars are available all the time. For example, if you tried sv_gravity or sv_runspeed from the main menu without a game started, they will be unknown. The "ui_disp_playermodel" cvar is not set until you enter the multiplayeroptions menu. I have posted additional info on your thread over at ...
by Rindog
Wed Sep 01, 2004 2:29 pm
Forum: Scripting
Topic: weapons change triggered by RCON/.cfg? syntax question
Replies: 1
Views: 192

I think you just need to set "level.snipes" before your "if" statement.

e.g. level.snipes = getcvar (snipes)

And the map will have to be restarted after settting "snipes" to a new value.