Search found 33 matches

by mefy
Wed Sep 27, 2006 12:19 am
Forum: Scripting
Topic: complete noob ?
Replies: 14
Views: 1186

Look in bases.scr in my mod for the coordinates of the collision entities. For each base there are calls to the add_collision_ent thread which creates a script_model to block the player. Note the coordinates I supply to the thread are relative to the base object itself.

When I was setting these up ...
by mefy
Sat Jan 21, 2006 2:15 am
Forum: Mapping
Topic: Disapearing Tank turet
Replies: 6
Views: 355

It has to do with Freeze Tag because I remove gun turrets to prevent frozen players from attaching to them and cheating. To keep them in the game you can put this in your map script (before level waittill prespawn):

level.mef_dontremoveturrets = 1
by mefy
Sun Dec 11, 2005 8:09 pm
Forum: Scripting
Topic: teamwin allies
Replies: 4
Views: 418

teamwin only works if you're running in Objective mode (g_gametype 4)

So if you're running in RBM mode (g_gametype 3) then you can do this:

Code: Select all

setcvar "g_gametype" "4"
teamwin allies
setcvar "g_gametype" "3"
by mefy
Sat Nov 26, 2005 2:34 am
Forum: General Discussion
Topic: aa mixed cfg
Replies: 2
Views: 646

I guess you're talking about my mod? You can download either the 1.1.4 version or 1.2.2 version and they support mixed gametype rotations. The 1.1.2 version has a more powerful system though and doesn't kick people to spectator when rotating maps. There are example configs in both versions that show ...
by mefy
Sat Oct 29, 2005 11:32 pm
Forum: Public Releases
Topic: Survival Horror [beta]
Replies: 5
Views: 950

I guess this means you solved the problem with the team avatar appearing? What was wrong?
by mefy
Fri Oct 21, 2005 6:34 am
Forum: Scripting
Topic: Sending Info to scripts
Replies: 12
Views: 645

They'll just be NIL. Those are optional parameters like I explained in my first post. Also there's no arrays being passed. The position string is parsed later on.
by mefy
Fri Oct 21, 2005 2:35 am
Forum: Scripting
Topic: Sending Info to scripts
Replies: 12
Views: 645

Arrays are passed by reference. A thread will not automatically "break up" the array's elements into each of its parameters. Keep in mind the keys of the array aren't necessarily numbers and so breaking up doesn't really make any sense. You have to address each element that you want.


In ur script ...
by mefy
Thu Oct 20, 2005 6:01 am
Forum: Scripting
Topic: Sending Info to scripts
Replies: 12
Views: 645

Yes but you should give a description of the base too:

Code: Select all

waitthread global/libmef/bases.scr::addbasepair "x y z angle desc" "x y z angle desc"
See the tutorial for more info:
http://mefymods.clan-dwr.com/viewtopic.php?t=23
by mefy
Thu Oct 20, 2005 2:03 am
Forum: Scripting
Topic: Sending Info to scripts
Replies: 12
Views: 645

The first two parameters are required and the rest are optional.


addbasepair local.alpos local.axpos local.altype local.axtype local.alangles local.axangles


alpos is the position string of the allied base
axpos is the position string of the axis base
altype is the type of allied base (default ...
by mefy
Mon Oct 17, 2005 1:15 am
Forum: Scripting
Topic: [Spearhead] Opposite team + hide = fake avatar
Replies: 5
Views: 384

Yes it runs in all versions. Maybe you should post your code.
by mefy
Sun Oct 16, 2005 8:25 pm
Forum: Scripting
Topic: [Spearhead] Opposite team + hide = fake avatar
Replies: 5
Views: 384

I don't understand why you're having this problem because in Freeze Tag I'm hiding players without any bugs like that. The avatar only shows to a player's own teammates.
by mefy
Wed Oct 12, 2005 2:17 am
Forum: Scripting
Topic: city nights final ft
Replies: 2
Views: 277

Very easy to do, you just modify the map script by adding a few lines. See the tutorial:

http://www.mefymods.clan-dwr.com/viewtopic.php?t=23

Only the server needs the modified version. Clients can run the original map.
by mefy
Tue Oct 11, 2005 2:59 am
Forum: Bots
Topic: FREE TAG BOTS..
Replies: 1
Views: 2229

Might be a cool idea but I don't think anyone would want to put in the extreme amount of work to make it happen.
by mefy
Tue Oct 11, 2005 2:53 am
Forum: Scripting
Topic: Blocking spawns revisited...
Replies: 21
Views: 891

The idea of blocking spawns only at the beginning of the round I've implemented in FT and CTF. Rindog's mod was originally based off my old CTF code that blocked spawns in Stalingrad to keep enemy players from spawning near a team's base. For FT and RBM I block spawns on mohdm1, mohdm4, modhm6, and ...
by mefy
Fri Sep 23, 2005 5:28 am
Forum: Scripting
Topic: Angles: entities "up" normal depending on its roll
Replies: 24
Views: 1183

I think it would be great if Professor JV put this all together in a script :D

What Elgan could use is a thread for rotating an object around an arbitrary axis and angle, and then also three more threads to handle the special cases of doing a roll, pitch, or yaw rotation (which would just call the ...