Search found 13 matches

by Valoche
Sat Aug 02, 2003 3:48 pm
Forum: Scripting
Topic: Script 4U: a cool parametric minefield
Replies: 5
Views: 223

Yeah, I wondered of much damage I would put in here... :twisted:

But you're right, I'll just pour 100 damage for the 1st meter, then maybe decrease the damage by 20 every other meter ?

I think I'm gonna try to do the model myself, in fact I just need a cube that is 2x2x2 units big. I do think I'm ...
by Valoche
Fri Aug 01, 2003 3:52 pm
Forum: Scripting
Topic: Script 4U: a cool parametric minefield
Replies: 5
Views: 223

Script 4U: a cool parametric minefield

Hello, world.

Here is my first real contribution to the mapping comunity. I hope nobody came out with this thing before...

I create a global script, you can download it here:
valoche_magic.pk3

I copy/pasted the header of the global script included in the pk3, here it goes... It's self ...
by Valoche
Thu Jul 31, 2003 9:46 am
Forum: Scripting
Topic: Text Message display after death
Replies: 6
Views: 288

Cool,

You could also add to your pain thread this line:
parm.other stufftext say Help ! I can't swi-blop-blop-blop !!!
by Valoche
Thu Jul 31, 2003 6:04 am
Forum: Mapping
Topic: Spawn a "killable" trigger
Replies: 5
Views: 185

Ack.
None works :? I had already tried spawnflags 144 though...

Valoche
by Valoche
Wed Jul 30, 2003 9:46 pm
Forum: Mapping
Topic: Spawn a "killable" trigger
Replies: 5
Views: 185

You were close... :P
It's:
local.t = spawn trigger_multipleall spawnflags 128 health 1

That works, health is set to 1.00, but... it only responds to grenades, bazooka and pistol bash :roll: :roll:

Another idea to fix this new problem ?

Thanks again,
Valoche
by Valoche
Wed Jul 30, 2003 5:36 pm
Forum: Mapping
Topic: Spawn a "killable" trigger
Replies: 5
Views: 185

Spawn a "killable" trigger

Hi,

I need to spawn (really can't do it in the bsp), a trigger which will respond to bullets.
Here is how I did:

... scripting here ...
local.t = spawn trigger_multipleall
local.t health 1
local.t target local.m
local.t origin (local.newx local.newy local.mo[2])
local.t thread mine_boom
.. more ...
by Valoche
Wed Jul 23, 2003 12:40 pm
Forum: Public Releases
Topic: New OBJ map: TFBunker
Replies: 2
Views: 353

New OBJ map: TFBunker

Hi,

We (Tontons Flingueurs) finally released our new map. Thanks jv_map, it has some neat features:
- each team has an objective
- cool custom sounds (in french, but still... :wink: )

Download here: http://le.clan.des.tontons.free.fr/TFBunker.zip

It's in our server's map rotation here: 81.91.67 ...
by Valoche
Mon Jul 21, 2003 7:47 pm
Forum: Scripting
Topic: New ubersound work-around!
Replies: 94
Views: 21564

To place the lines in the precache or in the script does not change anything.
I placed them in the precache while I was trying to figure out what happened. It's the same sh*t if you place them in the main script.
I just left them in the precache because it's more consistent IMHO.

And it *does ...
by Valoche
Mon Jul 21, 2003 6:39 pm
Forum: Scripting
Topic: New ubersound work-around!
Replies: 94
Views: 21564

Okay,

I've tested a little more, now I have an exact test case which you can reproduce as you will:
Create ANY map with the following precache script. You do not need to fix the paths whatsoever :?
Launch a game (objective in my case, so g_gametype 4 ), restart the map, and voil?: server crash ...
by Valoche
Mon Jul 21, 2003 5:25 pm
Forum: Scripting
Topic: New ubersound work-around!
Replies: 94
Views: 21564

Server crashes, weird but fixed (hopefuly)

Aloha,

Just tested jv's tip, it works like a charm, but... it keeps crashing the server :evil:

I declared 14 customs sounds using mp3's, and when you restarted the map (console restart or one team wins, so restart), the game server crashed, both Windows server (@ home), and leased Linux server ...
by Valoche
Wed Feb 26, 2003 6:17 pm
Forum: Mapping
Topic: Turning Of Lights - With Explosions???
Replies: 13
Views: 313


$mylight 1 1 1 360 // Switch the light on
$mylight 0 0 0 0 // Switch the light off
Should be
$mylight light 1 1 1 360 // Switch the light on
$mylight lightoff // Switch the light off

Oopsie my fault, used copy/type instead of copy/paste :)

Anyway, that was part of a tutorial I found somewhere ...
by Valoche
Tue Feb 25, 2003 5:36 pm
Forum: Mapping
Topic: Turning Of Lights - With Explosions???
Replies: 13
Views: 313

Create a script_model object, with the following attributes:
model fx/dummy.tik
targetname mylight

Then in your script:
$mylight 1 1 1 360 // Switch the light on
$mylight 0 0 0 0 // Switch the light off

It's still poor, dynamic lighting, but it works.

Valoche
by Valoche
Thu Feb 20, 2003 6:51 pm
Forum: Mapping
Topic: [solved] Ladder not working: weird
Replies: 5
Views: 178

[solved] Ladder not working: weird

Hi,
I just created a ladder: constructed the elements with nice, small detail brushes. Added a brush with the "common/ladder" texture, added "func_ladder" to it, and sat the angle properly.

It compiles fine, but when I want to climb up my ladder in the game, I have this message in the console ...