Search found 189 matches

by 7th Es Cyborg
Mon Nov 03, 2003 7:13 am
Forum: Map Reviews
Topic: waiting
Replies: 30
Views: 12568

General Death wrote:It has almost been completed by our reviewer Wilson...when he gets it polished up it will be ready for the public....Its about 99% done :)
One Year later................................

I'm just not liked :oops: lol
by 7th Es Cyborg
Mon Oct 27, 2003 2:42 am
Forum: Scripting
Topic: AI's in maps....
Replies: 12
Views: 498

there is probably a clip brush there
by 7th Es Cyborg
Mon Oct 20, 2003 4:39 am
Forum: Scripting
Topic: AI's in maps....
Replies: 12
Views: 498

doh - just thought about something, I'm doing my editing in red hat (linux) so windows notepad might be saving it wrong. Try using a hex editor or another text editor with a clean (unaltered) bsp file each time and see what happens - post which works right for you so others working in windows can ...
by 7th Es Cyborg
Mon Oct 20, 2003 4:24 am
Forum: Scripting
Topic: AI's in maps....
Replies: 12
Views: 498

ok this is straight out of one of my map that works:


{
"enemysharerange" "0"
"hearing" "512"
"classname" "ai_german_afrikacorps_soldier"
"scale" "1.0"
"model" "suman//german_afrika_private.tik"
"testanim" "idle"
"origin" "-5436.00 -5092.00 716.00"
"angle" "270"
"type_idle" "idle"
"type_attack ...
by 7th Es Cyborg
Sun Oct 19, 2003 5:30 pm
Forum: Scripting
Topic: AI's in maps....
Replies: 12
Views: 498

this is an old thread, but I did eventualy find out how to do it.

Open the maps BSP in notepad, scroll to where it has the AI spawn information like such:

{
"classname" "ai_german_wehrmact_soldier"
"scale" "1.0"
"model" "human//german_wehrmact_soldier.tik"

you need to edit the model name, like in ...
by 7th Es Cyborg
Fri Sep 26, 2003 6:45 pm
Forum: Off Topic
Topic: Kings Of Chaos
Replies: 1
Views: 161

I stopped playing KoC when some script kiddies went from 2000 soldiers to 140,000 in a day.....
by 7th Es Cyborg
Thu Sep 18, 2003 7:42 pm
Forum: General Discussion
Topic: Map compilation
Replies: 6
Views: 286

I've had that happen only once, when I was in a rush to test something and didn't include a spawn point
by 7th Es Cyborg
Tue Sep 16, 2003 3:26 am
Forum: General Discussion
Topic: WHY BREAKTHROUGH SUCKS
Replies: 12
Views: 599

Re: WHY BREAKTHROUGH SUCKS

I personally have made a force models hack, chameleon skins, neon skins, no smoke, no recoil, no trees, no fog.

I'm so glad people like you are enhancing game play for the rest of us... ( edited out the words I called you due to children visiting these forums )

but with that sarcasm out of the ...
by 7th Es Cyborg
Thu Sep 11, 2003 6:51 pm
Forum: Scripting
Topic: stoplight
Replies: 13
Views: 364

this should help, this is from my modified version of the light house level:


lighthouseprep:

$beam hide
$beam bind $lamp
level.lighton = 0
thread lighthouseswitch

end


lighthouseswitch:

$lighthouse waittill trigger
local.player = parm.other
if ((level.lighton == 0) && (local.player ...
by 7th Es Cyborg
Mon Sep 08, 2003 10:54 pm
Forum: Public Releases
Topic: Lighting the Torch MP obj
Replies: 0
Views: 271

Lighting the Torch MP obj

It's simply the single player level with the lighthouse converted over to MP

check here for more info and download.

http://www.modtheater.com/forum/showthread.php?t=10610
by 7th Es Cyborg
Sun Aug 31, 2003 5:05 am
Forum: Off Topic
Topic: what do you think of my html?
Replies: 15
Views: 460

also don't use iframe if you can help it, Netscape and Modzilla do not recognise that tag. - you're best bet is to use tables, you can do the same thing with them if used right.
by 7th Es Cyborg
Fri Aug 22, 2003 1:58 pm
Forum: Help Wanted / Offered
Topic: Need some one who knows scripting
Replies: 4
Views: 420

the sky box is done in radiant - the farplane can be done in either radiant or the script - but i would sudjest doing it in radiant to decrease your compile time.
by 7th Es Cyborg
Fri Aug 22, 2003 1:47 pm
Forum: Help Wanted / Offered
Topic: Need some one who knows scripting
Replies: 4
Views: 420

if you don't mind, i would like to offer a sudjestion about your map. Since it's wide open with nothing to block views and your sky texture & water don't match, try this:

change your skybox to caulk sky - it's in the textures/common

then add in a farplane value of 3000-4000 depending on how big ...
by 7th Es Cyborg
Thu Aug 21, 2003 8:23 pm
Forum: News
Topic: A.W.L - Absent With Leave
Replies: 24
Views: 1516

that's what I was refering too......
by 7th Es Cyborg
Thu Aug 21, 2003 5:34 am
Forum: News
Topic: A.W.L - Absent With Leave
Replies: 24
Views: 1516

good luck Surgeon, just do us one favor before you head out the door...


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