Search found 14 matches

by unmonitrd
Wed Sep 01, 2004 5:09 am
Forum: Scripting
Topic: Random Lightning Bolts
Replies: 21
Views: 1004

Nothing on putting a corona on a func beam? The lighthouse & spotlight threads seemed to be good starts...no suggestions? Similarly, now that I look at it...my lightning seems to originate from my given locations...but always has ( 0, 0, 0 ) as its destination.

I guess this is not my highest ...
by unmonitrd
Wed Sep 01, 2004 5:00 am
Forum: Scripting
Topic: weapons change triggered by RCON/.cfg? syntax question
Replies: 1
Views: 189

weapons change triggered by RCON/.cfg? syntax question

I think this can be done, but I've just got the syntax wrong. The idea is to allow the standard weapons on all maps...BUT thru rcon to change what weapons are allowed on the following maps by changing a variable I create in the cfg.

So for example...server boots with a variable "snipes" set to 0 ...
by unmonitrd
Sat Aug 14, 2004 5:38 am
Forum: Scripting
Topic: Random Lightning Bolts
Replies: 21
Views: 1004

Just make the corona at the location of the func_beam and then hide it . Show it when you activate the beam for a moment then hide it again . For damage you can do a trace from the func_beam to a spot below the terrain where the trace hits is were you do the damage .

Like I'd said, I've never ...
by unmonitrd
Wed Aug 04, 2004 5:00 am
Forum: Scripting
Topic: Random Lightning Bolts
Replies: 21
Views: 1004

I'm not very surprised by the shoot thing. I'd never seen it used before. Perhaps the coords could be fed to the ground location and an explosion triggered there with no visible effects but the damage params kept intact? (or better yet...maybe WITH the dirt & ground blast shaders - but no other ...
by unmonitrd
Tue Aug 03, 2004 10:29 pm
Forum: Scripting
Topic: Random Lightning Bolts
Replies: 21
Views: 1004


while(1) {
local.random = randomint(level.beam.size)
wait 6
level.beam[local.random].shootradius = 50
level.beam[local.random] activate
level.beam playsound thunder1
wait .1
level.beam[local.random] deactivate
wait 15
}

or

for(local.b = 0;local.b < level.lightning.size;local.b++)
{
level.beam ...
by unmonitrd
Thu May 13, 2004 5:33 pm
Forum: Scripting
Topic: Loadingscreens De-Mystified
Replies: 38
Views: 13931

Try making a simple shader for the picture, I think that might help.

I figured it out on my own but I think u hit it right on the head! To use 2 different pictures I needed to make 2 shaders in the mapname.shader file in the scripts directory. I'm not real familiar with the terminology for load ...
by unmonitrd
Thu May 13, 2004 12:35 pm
Forum: Scripting
Topic: Loadingscreens De-Mystified
Replies: 38
Views: 13931

Thanks. I'll try comparing to the other scoreboard pics, but I caught this advice in your previous posts & I'm sure I'm just screwing something up along the line here -- maybe if I step away & come back to try the whole thing from scratch.

As long as I've got you here though I figured I'd pass ...
by unmonitrd
Thu May 13, 2004 8:01 am
Forum: Scripting
Topic: Loadingscreens De-Mystified
Replies: 38
Views: 13931

Amazingly I can get the main loading screen pic to work, but can't get the corner scoreboardpic to work.

I've tried several times as both a .tga, .tga with alpha, .jpg, and I've tried different sizes & picture qualities. I'd like to use the same 512x512 pic that is showing on my loading screen. I ...
by unmonitrd
Tue Jan 06, 2004 4:55 pm
Forum: Scripting
Topic: turret style gun ignores maxyawoffset.
Replies: 2
Views: 155

That got it. I knew it was me & my stoopid syntax.

Thanks (and you got back to me SOOOO fast!) :D
-unm
by unmonitrd
Tue Jan 06, 2004 3:19 pm
Forum: Scripting
Topic: turret style gun ignores maxyawoffset.
Replies: 2
Views: 155

turret style gun ignores maxyawoffset.

Hi all,

This is probably a mere question of syntax but after LOTS of trial & error I am stumped. The background is I am spawning an MG42 into a stock map. The positioning is fine, the gun operates ok, but I am unable to limit it's movement & range of fire. Look below the code for the different ...
by unmonitrd
Thu Jan 01, 2004 9:33 pm
Forum: Scripting
Topic: changing brush faces in stock maps?
Replies: 10
Views: 574

That idea had come up in our discussion but sounded way more complex than we were willing to get. Sounds like with lazy clients that aren't willing to d/l map packs, it would be impossible to pull off.

Thanks for the discussion though, really appreciate your insights!

-unm
by unmonitrd
Sun Dec 28, 2003 2:02 pm
Forum: Scripting
Topic: changing brush faces in stock maps?
Replies: 10
Views: 574

not sure I understand omniscient's plan

u mean show portions of the tombstones or subtract in the shape of writing?
I'm not following...could u please explain?

thanks,
-um
by unmonitrd
Sat Dec 27, 2003 3:31 pm
Forum: Scripting
Topic: changing brush faces in stock maps?
Replies: 10
Views: 574

well thanks 4 taking the time to reply. Saves me a lot of time perusing more forums.

-unmonitrd
by unmonitrd
Fri Dec 26, 2003 5:49 pm
Forum: Scripting
Topic: changing brush faces in stock maps?
Replies: 10
Views: 574

changing brush faces in stock maps?

first post...forgive the neophyte.

I don't do mapping or skinning...I just do minor scripting & easy to work with mods but a question came up around halloween & a friend & I got into a conversation about it (neither of us knows the answer.)

The idea came up for a halloween map with tombstones ...