Search found 24 matches

by SA007
Wed Nov 18, 2009 8:41 pm
Forum: Scripting
Topic: tank help!!
Replies: 9
Views: 2265

m5l1b.scr:
// Mackey was seen in this locale.

exec global/ai.scr
exec global/exploder.scr
exec global/loadout.scr "maps/m5l1b.scr"

$intro_door notsolid

// fadeout 0 0 0 0 1
fadeout .1 0 0 0 1

for (local.i=1;local.i<$tank_block.size+1;local.i++)
$tank_block[local.i] notsolid

level ...
by SA007
Wed Nov 18, 2009 8:37 pm
Forum: Scripting
Topic: clock timer override
Replies: 4
Views: 1119

What kind of thing do de need to do after the time is up?

- Is it timed?
- Is it bomb related?
- Etc.

The only way i know to not end the game when the time is up is "A bomb is still set" message.
I think it should be possible to change that text to something else with sufficient modifications ...
by SA007
Tue Nov 17, 2009 8:17 pm
Forum: Scripting
Topic: tank help!!
Replies: 9
Views: 2265

In case all else goed wrong, here is the code of m5l2b.scr:
// TANK DRIVE 2
// ARCHITECTURE: STEVE/ADAM/NATE
// SCRIPTING: Z/AC

level.script = "maps/m5l2b.scr"
thread global/exploder.scr::main
//thread global/exploder.scr::repeat

exec global/loadout.scr maps/m5l2b.scr
exec global/ai.scr ...
by SA007
Sun Nov 15, 2009 6:48 pm
Forum: Scripting
Topic: tank help!!
Replies: 9
Views: 2265

I think all the answers you need are in the original script files that came with the tank maps.

These are m5l2a and m5l2b, both have several shooting and shootable tanks.

The script files can be found in Pak5.pk3
by SA007
Thu Nov 12, 2009 8:05 pm
Forum: Scripting
Topic: Recording a camera
Replies: 2
Views: 951

The problem is, to record something it first has te be rendered, and this is done by the client.
So you will have to have a client that is capable of rendering the camera which is viewing it.
Otherwise you aren't getting anywhere :)
by SA007
Wed Nov 04, 2009 12:06 am
Forum: Scripting
Topic: Custom rcon commands?
Replies: 1
Views: 782

Custom rcon commands?

I there a way to create real rcon commands?

Setting cvars is nice and all, but only allows for one argument.
Not 0 or > 1.

At the moment i've got a 'command' that needs 2 parameters and i do that by supplying 2 cvars with data, but there a catch, i have to type 2 rcon commands.

At the moment i've ...
by SA007
Tue Nov 03, 2009 1:27 pm
Forum: Scripting
Topic: Music Help
Replies: 12
Views: 2182

Pak5.pk3 is the pak that contains all the maps.

Just open it with and random zip program or pak explorer.
by SA007
Mon Nov 02, 2009 6:01 pm
Forum: Scripting
Topic: Music Help
Replies: 12
Views: 2182

All that stuff can be found in the original .scr files of the levels.
by SA007
Sat Oct 31, 2009 10:55 am
Forum: Scripting
Topic: $player in a global file?
Replies: 3
Views: 965

I tried DMprecache and my own script, but that didn't work.

Apperantly $player can only be used after waittill spawn.
Makes sense, but DMprecache is before that and you can't use waittill spawn anywhere else than the mapscript.
So, i moved my script to after waittill spawn (just an exec) and it ...
by SA007
Fri Oct 30, 2009 7:56 pm
Forum: Scripting
Topic: $player in a global file?
Replies: 3
Views: 965

$player in a global file?

I'm (still) doing some mods and I'm busy with some stuff that needs to work for all levels, so in some global script.

There is just a problem, when I try to use $player in that script (for example DMprecache.scr) it goes horribly wrong.

Is it possible to use $player (or something else that lets me ...
by SA007
Sun Oct 25, 2009 8:47 pm
Forum: Scripting
Topic: script keeps repeating
Replies: 2
Views: 888

Re: script keeps repeating

Try this

pistol:

while(1)
{
for (local.p=1;local.p<=$player.size;local.p++)
{
local.player = $player[local.p]
if (local.player.taken != 1) {
local.player takeall
local.player give models/weapons/silencedpistol.tik // allied pistol
waitframe
local.player useweaponclass pistol
local.player ...
by SA007
Sun Oct 11, 2009 8:37 pm
Forum: Scripting
Topic: Checking if a player has a gun.
Replies: 6
Views: 1127

Well here's your script:

...

Read the second line from the bottom again.

I already use that script, but it only gives me the active weapon, I'm not interested in that.
What I'm interested in is if the player has a pistol or not.

If you run the game, and type listinventory you get the info I ...
by SA007
Sun Oct 11, 2009 6:53 pm
Forum: Scripting
Topic: Checking if a player has a gun.
Replies: 6
Views: 1127

I'm doing that now, but its kind of awkward if you dump the gun that you get a new one. That, plus new ammo.

Takeall is not an option because the rest of the guns are used again if you leave that area (its just 1 'room' in the level)

I think its strange that there are plenty of use/give/etc ...
by SA007
Sun Oct 11, 2009 2:34 pm
Forum: Scripting
Topic: Checking if a player has a gun.
Replies: 6
Views: 1127

Checking if a player has a gun.

I'm busy building a pistol-only area in a map and I've into a problem.

As soon as you enter the area I give a 'useweaponclass pistol'.
This works fine, but if the player dropped its pistol this doesn't do anything.

If the player doesn't have a pistol I want to force the player to holster the ...
by SA007
Sun Oct 11, 2009 1:37 pm
Forum: Scripting
Topic: Random Spots
Replies: 2
Views: 939

Look at the script of obj_team1 (The hunt).

There is a random part to relocate the flak88.

local.location = ((randomint (local.number_of_locations)) + 1)
Is the intreresting line.

So the code would be in your case something like this:

local.gun = randomint (2)
if (local.gun = 0) {
thread ...