Search found 47 matches

by Wierdo
Sun Jan 17, 2010 6:31 am
Forum: Scripting
Topic: Small Problem?
Replies: 1
Views: 775

Give your trigger multiple a $targetname such as talkstart. Remove the setthread. Finally, beneath the thread heading of germantalkers:
$talkstart waittill trigger
that should cause the script to wait till that trigger is fired.
by Wierdo
Tue Sep 01, 2009 4:09 am
Forum: News
Topic: Welcome!
Replies: 14
Views: 5102

Thank You

Owners of mods-r-us and those of the community: Thank You for protecting this valuable site from extinction. I cannot count the amount of time I spend here for research and amusement. Its preservation was a MUST for my continued improvement in mapping. :mrgreen:
by Wierdo
Sun Jun 07, 2009 7:49 pm
Forum: Scripting
Topic: Portal, Aperiture Sciences.
Replies: 29
Views: 3610

isTouching

Tried to make portals close on contact with the black metallic wall stuff with isTouching. Could not get it to work at all. If a portal lands in any area between two black walls, it will close. When The walls are seperated into individual entities, and placed into an array, MOHAA will ignore the ...
by Wierdo
Tue May 19, 2009 7:49 am
Forum: Scripting
Topic: Portal, Aperiture Sciences.
Replies: 29
Views: 3610

Portal - despawning

K, figured out how to despawn portals with the "E" key. Also figured out how to limit Portal gun to one per level,
without getting overflow in console from the animation thread.
211476 , (Rookie, if still interested); If you guys are interested in polishing this up some more, I think we should ...
by Wierdo
Tue May 19, 2009 2:13 am
Forum: Scripting
Topic: Portal, Aperiture Sciences.
Replies: 29
Views: 3610

Math and storyline adheriance

The most complex part of it is probably the portal matrix. Plus a triangle normal calculation and some trigonometry. I wouldn't call that complex math.

Uhuh . . . I guess if that is just everyday math, then oh well. It is still on the very outskirts of my mathematical understanding. Maybe its the ...
by Wierdo
Mon May 18, 2009 5:50 am
Forum: Scripting
Topic: Portal, Aperiture Sciences.
Replies: 29
Views: 3610

Portal gun

Hey, never thought anybody would run with this. Great job Rookie One!!! I took a look at your work in the script. Wow; just wow. That is some really complicated math you know there. And the way you did it will allow it to work on any map, with a single line added to the script. I tested the ...
by Wierdo
Wed Apr 22, 2009 6:13 am
Forum: Scripting
Topic: dm.projectile for tanks
Replies: 7
Views: 1267

Script

:oops: I guess it is time to show the updated script:

targeting:

if! (isAlive self)
end

local.index = 1

for (local.i=1;local.i <= $player.size;local.i++)
{
local.trace = trace (self.origin + (0 0 120)) ($player[local.i].origin + (0 0 48)) 1
if(($player[local.i].dmteam == "allies" && $player ...
by Wierdo
Sun Apr 19, 2009 11:38 pm
Forum: Scripting
Topic: dm.projectile for tanks
Replies: 7
Views: 1267

Tank firing code

I have tested the map in multiplayer and found the targeting to be incredibly stupid. With 2 players in game
the following occurs:

Player 1 stands in the open and dares the tank with player 2 at side.

Result: Player 1 dies, tank keeps shooting player 1's corpse.
Apon respawn, tank keeps ...
by Wierdo
Fri Mar 27, 2009 7:32 pm
Forum: Competitions
Topic: Video Game Look Alike Competition!
Replies: 4
Views: 5086

Video game look a-like submission.

I think I can do this one: http://www.youtube.com/watch?v=S9fAH_4wIQ0

This is part of my Command and Conquer 95 map. Has 2 functional bases, and a drivable vehicle per side. Includes infantry which will spawn as long as a Barracks is on the map.


This map is good to be Masterchief in. Halo bridge ...
by Wierdo
Fri Jan 30, 2009 4:09 am
Forum: Scripting
Topic: creating a door with a switch trigger
Replies: 4
Views: 559

Trigger for door

Dude, if you are gonna make a single door open with a button, try this:

In the entities window (N) give the door a targetname of door1 . Then, select your button and copy it. Make that brush a trigger_multiple. In the entity window, give it a targetname of button1 and give it a target of door1 ...
by Wierdo
Sun Dec 07, 2008 5:16 am
Forum: Scripting
Topic: LINKED MULTIPLAYER MAPS ???
Replies: 7
Views: 1045

oldness?

This subject may be old, but I am working with the concept right now. I believe I am onto something and will release a video as soon as I am sure.
by Wierdo
Wed Aug 20, 2008 11:53 pm
Forum: Scripting
Topic: Watching for player death
Replies: 6
Views: 795

I don't think that works I mean you have an undefined local variable local.playtm .

It did work, although it was flooding the console with error reports every 0.1 seconds. :? And the sound effect would repeat every 7 seconds unless I decided to respawn. I tried your method, and it is waaaay ...
by Wierdo
Tue Aug 19, 2008 2:43 am
Forum: Scripting
Topic: Watching for player death
Replies: 6
Views: 795

death animation/sound?

What you say could be possible, but would require altering original game files. I still want it to fit inside the pk3. Besides, if I did that, I would override pain sounds in the process.

What I have below actually works, but with issues:

eva:
if ($player[local.playtm].dmteam == "allies")
{
if ...
by Wierdo
Mon Aug 18, 2008 5:43 am
Forum: Scripting
Topic: Watching for player death
Replies: 6
Views: 795

Watching for player death

I have been looking for a suitable means on knowing when a player dies. Cannot find this info. My goal is to make a map that does the old 95 C&C game in First Person. Just like Renegade, except with weapons that are more in line with the old game. I want it so EVA says "unit lost" when an allie - or ...
by Wierdo
Wed Jun 04, 2008 1:35 am
Forum: Mapping
Topic: Destroying interact_objects
Replies: 3
Views: 841

K, I ran a test and this does actually work.

Change this:

classname trigger_multiple
cnt 1
health 5
setthread pub_shotglass_1
spawnflags 144
targetname pub_shotglass_1_trigger

To this:

classname trigger_multiple
$targetname pub_shotglass_1_trigger
cnt 1
health 5


In your radiant ...