Search found 15 matches

by Unreal_Demon
Thu Jul 28, 2005 9:55 am
Forum: Scripting
Topic: anti-crash
Replies: 6
Views: 412

You must have the script running as fast as possible because the script may be too slow to catch the player selecting the skin, the easiest thing to do is the fix I made for it on the 26th.

http://www.modtheater.com/forum/showthread.php?t=25798&page=1

For AA, SH, BT. My fix has been given to quite ...
by Unreal_Demon
Fri Apr 15, 2005 4:58 pm
Forum: Scripting
Topic: Help with Script
Replies: 3
Views: 271

Code: Select all

local.ent1origin = (trace local.entorigin (local.entorigin + 350 ))
Should be

Code: Select all

local.ent1.origin = (trace local.entorigin (local.entorigin + 350 ))
by Unreal_Demon
Wed Mar 09, 2005 4:50 pm
Forum: Scripting
Topic: spawn question
Replies: 13
Views: 279

Rookie One wrote:You'll be able to shoot through this brush.
Nope.
by Unreal_Demon
Tue Mar 08, 2005 9:02 pm
Forum: Scripting
Topic: spawn question
Replies: 13
Views: 279

local.clipbrush2 = spawn script_object
local.clipbrush2.origin = ( 4614.75 -1854.40 10 )
local.clipbrush2.angles = ( 0 0 0)
local.clipbrush2 setsize ( -195 -80 -2 ) ( 195 60 110 )
local.clipbrush2 solid
local.clipbrush2 nodamage

This is what I ment. Im too used to calling it clip brush than ...
by Unreal_Demon
Tue Mar 08, 2005 8:45 pm
Forum: Scripting
Topic: spawn question
Replies: 13
Views: 279

Make the crane notsolid, but then spawn other models and hide them to block of the parts you want to be solid. Personally, I use clip brushes.
by Unreal_Demon
Mon Mar 07, 2005 8:21 pm
Forum: Scripting
Topic: Serversde avatar
Replies: 11
Views: 356

I extracted that out of my old one. I started from scratch. I couldn't find my new one. :?


Edit:

Here's the new one:

Code: Select all

$canteen.origin = ( level.medic gettagposition "eyes bone" ) + ( 0 0 15 )
by Unreal_Demon
Mon Mar 07, 2005 7:44 pm
Forum: Scripting
Topic: Serversde avatar
Replies: 11
Views: 356

This is how I used it:

Code: Select all

	while(level.medic.ismedic == 1)
	{
		$medic_avatar.origin = ( ( level.medic gettagposition "Bip01 Spine1" ) + ( 0 0 0 ) )
		wait .1
	}
by Unreal_Demon
Mon Mar 07, 2005 5:55 pm
Forum: Scripting
Topic: Serversde avatar
Replies: 11
Views: 356

I didn't use the glue command. I used a while loop and inside that I gave the entity's origin the same as the player's origin + ( 0 0 20 ).
by Unreal_Demon
Sun Mar 06, 2005 10:23 pm
Forum: Scripting
Topic: Serversde avatar
Replies: 11
Views: 356

I dont really think so, not serverside.

But what I did to make a player avatar for one player was to spawn a model and give it the origin of the player. That's how I did it for my player medic mod.
by Unreal_Demon
Sun Mar 06, 2005 6:53 pm
Forum: Scripting
Topic: Advancing Spawns
Replies: 15
Views: 530

Thanks MPowell, thanks Bjarne.

I think his post put me off a bit.
by Unreal_Demon
Sun Mar 06, 2005 5:53 pm
Forum: Scripting
Topic: Advancing Spawns
Replies: 15
Views: 530

Rookie One wrote:Unreal, I mean no offence, but I think Powell's better at this than most of us. ;)
Ok, i'll think i'll stay at TMT.
by Unreal_Demon
Sun Mar 06, 2005 3:07 pm
Forum: Scripting
Topic: Advancing Spawns
Replies: 15
Views: 530

Your going to have to give the spawns targetnames, then disable them until the play advances. A way of detecting if a player advances is by using triggers. So, if an allies player steps into the trigger, enable the advancing spawn.
by Unreal_Demon
Wed Feb 16, 2005 7:21 pm
Forum: Mapping
Topic: Simple Patch Mesh problem
Replies: 10
Views: 221

Following on from this, I've never got this to work either. As sooon as I select Inverted Endcap, the patch mesh turns into a small func+group box.

Can anyone help me?
by Unreal_Demon
Thu Feb 10, 2005 12:04 pm
Forum: Scripting
Topic: Remove "press use (e) to follow a player"
Replies: 9
Views: 276

Dont know if you have found the answer, but I'll explain anyway.

If you do not see a line in the localization.txt but is in the game, add it. Eg:

{ "press use (e) to follow a player" " To follow a player press USE (e) " }

The part in red, is the part that you must change. The localization works ...
by Unreal_Demon
Sat Jan 22, 2005 12:33 am
Forum: Off Topic
Topic: Isnt it sad...
Replies: 32
Views: 967

AlienX I thought has always come across as being too in depth when he makes something. It seems he is making a mountain out of a mole hill.