that should cause the script to wait till that trigger is fired.$talkstart waittill trigger
Search found 47 matches
- Sun Jan 17, 2010 6:31 am
- Forum: Scripting
- Topic: Small Problem?
- Replies: 1
- Views: 775
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. 
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- Wed Aug 20, 2008 11:53 pm
- Forum: Scripting
- Topic: Watching for player death
- Replies: 6
- Views: 795
- 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 ...
What I have below actually works, but with issues:
eva:
if ($player[local.playtm].dmteam == "allies")
{
if ...
- 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 ...
- Wed Jun 04, 2008 1:35 am
- Forum: Mapping
- Topic: Destroying interact_objects
- Replies: 3
- Views: 841