Search found 22 matches
- Thu Mar 03, 2005 6:37 pm
- Forum: Scripting
- Topic: sigleplayer stock map conversion
- Replies: 10
- Views: 368
- Wed Mar 02, 2005 11:56 pm
- Forum: Scripting
- Topic: sigleplayer stock map conversion
- Replies: 10
- Views: 368
- Wed Mar 02, 2005 11:28 pm
- Forum: Scripting
- Topic: sigleplayer stock map conversion
- Replies: 10
- Views: 368
- Wed Mar 02, 2005 11:24 pm
- Forum: Scripting
- Topic: sigleplayer stock map conversion
- Replies: 10
- Views: 368
- Tue Mar 01, 2005 9:22 pm
- Forum: Scripting
- Topic: Destroying 2 flaks !?!
- Replies: 3
- Views: 141
- Tue Mar 01, 2005 8:48 pm
- Forum: Scripting
- Topic: sigleplayer stock map conversion
- Replies: 10
- Views: 368
- Sun Feb 27, 2005 9:16 pm
- Forum: Scripting
- Topic: sigleplayer stock map conversion
- Replies: 10
- Views: 368
sigleplayer stock map conversion
seem to be having a slight problem with objective
in a single player map conversion
can a single player save mess up objectives ?
i scripted m1l2b ,,,and the objective i added works fine but when obj has been completed and round restarts seems obj bomb cant be set again
i looked in console and im ...
in a single player map conversion
can a single player save mess up objectives ?
i scripted m1l2b ,,,and the objective i added works fine but when obj has been completed and round restarts seems obj bomb cant be set again
i looked in console and im ...
- Mon Feb 21, 2005 10:46 pm
- Forum: Scripting
- Topic: im having a problem with stopwatch
- Replies: 5
- Views: 219
- Mon Feb 21, 2005 6:32 pm
- Forum: Scripting
- Topic: im having a problem with stopwatch
- Replies: 5
- Views: 219
- Mon Feb 21, 2005 4:38 pm
- Forum: Scripting
- Topic: im having a problem with stopwatch
- Replies: 5
- Views: 219
im having a problem with stopwatch
im having a problem with stopwatch here my code
im using
spawn_a_flak88:
println "[threadStart] spawn_a_flak88"
//******************************
//* The flak88 gun
//******************************
local.flak = spawn script_model "targetname" "exploder"
local.flak model "statweapons/flak88turret ...
im using
spawn_a_flak88:
println "[threadStart] spawn_a_flak88"
//******************************
//* The flak88 gun
//******************************
local.flak = spawn script_model "targetname" "exploder"
local.flak model "statweapons/flak88turret ...
- Mon Feb 21, 2005 2:21 am
- Forum: Scripting
- Topic: scripting ladders
- Replies: 4
- Views: 189
Re: scripting ladders
[quote="Lt.Audie L Murphy"]Ive seen many post about ladders here and on other forums but i cant seem to get them to work
quote]
ive tried ever script i could find ,,,,,, tried making my own but no go
quote]
ive tried ever script i could find ,,,,,, tried making my own but no go
- Sun Feb 20, 2005 8:30 pm
- Forum: Scripting
- Topic: scripting ladders
- Replies: 4
- Views: 189
- Sun Feb 20, 2005 7:49 pm
- Forum: Scripting
- Topic: Dieing To Get This To Work
- Replies: 11
- Views: 428
- Sun Feb 20, 2005 7:45 pm
- Forum: Scripting
- Topic: scripting ladders
- Replies: 4
- Views: 189
scripting ladders
Ive seen many post about ladders here and on other forums but i cant seem to get them to work
when i use a lift peeps can get under map
i really would like to avoid this
besides ladders would add realism to the game
adding a lift seems more quake3 type thing
if anyone got a ladder to work plz ...
when i use a lift peeps can get under map
i really would like to avoid this
besides ladders would add realism to the game
adding a lift seems more quake3 type thing
if anyone got a ladder to work plz ...