Search found 219 matches

by Grassy
Fri May 06, 2005 3:22 pm
Forum: Scripting
Topic: compass pointing to obj in obj
Replies: 8
Views: 345

Rubbish!!

Works fine in SH multiplayer.

//$bomb1 is the targetname of your bomb
addobjective 1 1 "" $bomb1.origin
setcurrentobjective 1


Grassy
by Grassy
Mon May 02, 2005 1:46 pm
Forum: Scripting
Topic: Server crash script :)
Replies: 5
Views: 442

No I think it gets trapped before executing the script anyway.
by Grassy
Sat Apr 30, 2005 2:11 pm
Forum: Scripting
Topic: Server crash script :)
Replies: 5
Views: 442

And even quicker if you have a rountine trying to divide by zero! :lol:
Grassy
by Grassy
Sat Apr 30, 2005 12:33 pm
Forum: Public Releases
Topic: Dieppe DM/FFA/RB Release
Replies: 9
Views: 776

Wow! Looks really nice mate.
I like the use of light and the layout is nice, flows nicely.
I have just started mapping in Graydiant for Cod/Uo and now I know how much work goes into maps like this one.
Well done mate!
Grassy
by Grassy
Mon Apr 18, 2005 11:36 am
Forum: Mapping
Topic: Bobbing?
Replies: 3
Views: 248

The only thing I can think of is make them script_objects, give them targetnames and do it via the script.

This might work,
//call the thread like so

$object1 thread bob
$object2 thread bob

//etc etc

//-------
bob:
//-------
//each instance of this thread will make the objects
//bob up and down ...
by Grassy
Wed Apr 13, 2005 9:26 pm
Forum: Bots
Topic: new Bots addon to several mohaa maps
Replies: 187
Views: 33671

Hello there,
A big project you have given yourself, but this map I think would not be good for bots, xyz_botaddon_train_to_hell :roll:
Maps need to be fairly easy to navigate or bots will have trouble and cause you so much grief..
Good luck with it.
Grassy
by Grassy
Wed Apr 13, 2005 9:08 pm
Forum: Scripting
Topic: scripting - number value increase?
Replies: 33
Views: 972

Yeah like wacko said..... :) And I guess it's my fault too, I eventually understood what you wanted, then wrote it but didnt explain why it looks so different to your example.. But to increment something using ++ or -- you need a loop, in my example it is basically just three loops.
One main loop ...
by Grassy
Wed Apr 13, 2005 10:13 am
Forum: Scripting
Topic: scripting - number value increase?
Replies: 33
Views: 972

Now im sure the example uve given me is at least 90% what im looking for but, is there any way that script can be written more simple? I mean, kind of like the one I used as an example when first asking for help on this particular try?

Erm well I thought it was simple :)
And I tested my example ...
by Grassy
Wed Apr 13, 2005 7:21 am
Forum: Mapping
Topic: Great new map that wont restart
Replies: 6
Views: 316

The script looks ok to me as well, but I would modify your document threads a little for some feedback to the player and disable the triggers.

As for the server crashing, that's an unkown..

desk_document4_check:
while(1)
{
$documents4_trigger waittill trigger
if(parm.other.dmteam == axis ...
by Grassy
Tue Apr 12, 2005 11:44 am
Forum: Scripting
Topic: I really need help!!!
Replies: 13
Views: 409

Also you need node paths in your map for the ai to navigate, otherwise they will not move.
by Grassy
Tue Apr 12, 2005 12:13 am
Forum: Mapping
Topic: raididan help
Replies: 7
Views: 344

LOL I have tried a few times to get into mapping....

Conclusion:
I hate radiant!!!
My hat goes off to you guys who persist and turn out
works of art, large playable maps and other stuff.
Grassy
by Grassy
Mon Apr 11, 2005 11:33 pm
Forum: Scripting
Topic: Shooting while physics are off
Replies: 8
Views: 378

If physics are off all you can do is look around.
Can you just glue the player and not turn off physics, if they take damage then make them immune for the ride, bit unfair though... :)
by Grassy
Mon Apr 11, 2005 11:18 am
Forum: Scripting
Topic: Drunken AI?
Replies: 16
Views: 617

No probs, I can't remember if it was AA , SH or BT now, one of em... All PC versions of course.
Grassy
by Grassy
Mon Apr 11, 2005 10:14 am
Forum: Scripting
Topic: scripting - number value increase?
Replies: 33
Views: 972

That scrip look OK, except for one thing:
Thanks mate, your correct, script modified... see above.
Grassy
by Grassy
Mon Apr 11, 2005 10:11 am
Forum: Scripting
Topic: Drunken AI?
Replies: 16
Views: 617

I remeber a long time ago playing the campaign that there was a drunken guard in a cellar,
the anims looked pretty good, he was staggering about singing to himself.
So the anims are there, same as the smoking anims.

Here's an example routine for a smoking AI.

$guard1 thread slacker

slacker ...