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 ...
Search found 33 matches
- Wed Sep 27, 2006 12:19 am
- Forum: Scripting
- Topic: complete noob ?
- Replies: 14
- Views: 1186
- Sat Jan 21, 2006 2:15 am
- Forum: Mapping
- Topic: Disapearing Tank turet
- Replies: 6
- Views: 355
- 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:
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"
- 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 ...
- Sat Oct 29, 2005 11:32 pm
- Forum: Public Releases
- Topic: Survival Horror [beta]
- Replies: 5
- Views: 950
- Fri Oct 21, 2005 6:34 am
- Forum: Scripting
- Topic: Sending Info to scripts
- Replies: 12
- Views: 645
- 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 ...
In ur script ...
- 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:
See the tutorial for more info:
http://mefymods.clan-dwr.com/viewtopic.php?t=23
Code: Select all
waitthread global/libmef/bases.scr::addbasepair "x y z angle desc" "x y z angle desc"
http://mefymods.clan-dwr.com/viewtopic.php?t=23
- Thu Oct 20, 2005 2:03 am
- Forum: Scripting
- Topic: Sending Info to scripts
- Replies: 12
- Views: 645
- Mon Oct 17, 2005 1:15 am
- Forum: Scripting
- Topic: [Spearhead] Opposite team + hide = fake avatar
- Replies: 5
- Views: 384
- Sun Oct 16, 2005 8:25 pm
- Forum: Scripting
- Topic: [Spearhead] Opposite team + hide = fake avatar
- Replies: 5
- Views: 384
- 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.
http://www.mefymods.clan-dwr.com/viewtopic.php?t=23
Only the server needs the modified version. Clients can run the original map.
- Tue Oct 11, 2005 2:59 am
- Forum: Bots
- Topic: FREE TAG BOTS..
- Replies: 1
- Views: 2229
- 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 ...
- 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 ...
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 ...