Search found 69 matches

by Sgt.Pepper
Thu Feb 26, 2004 11:36 am
Forum: Off Topic
Topic: AAArgh! Don't ever smoke!
Replies: 24
Views: 605

Keep it going, and don't give in. Try a few deep breaths when things get bad, that can do wonder's to calm you.

Longest I recently went was eight hours. Pretty bad.
by Sgt.Pepper
Tue Jan 27, 2004 12:39 pm
Forum: Off Topic
Topic: Hosting online...
Replies: 5
Views: 164

I find I have to take my connection out of my hub, and connect directly to my modem. Also, as mentioned, make sure you have your firewall disabled, and make sure there isn't a typo in your ip that you gave.
by Sgt.Pepper
Tue Jan 20, 2004 9:36 pm
Forum: Bots
Topic: Warking Bots for TDM Stock or Custom maps
Replies: 24
Views: 3514

Well, I tried this today, with the similar results to that in the first post. I based mine on the map obj_vsuk_Angryfields, which is a custom map, but someone added, through scripting, AI and a bunch of other goodies. So I cut and pasted the ai script parts and edited them to work on Stadt, the SH ...
by Sgt.Pepper
Mon Oct 20, 2003 5:34 pm
Forum: Scripting
Topic: Remove Existing Brushes?
Replies: 2
Views: 180

Makes me think of Jim Carrey in "Dumb and Dumber"

"So, your saying there is a chance!?!"

Well, I usually get error's when I mess with func's, so I'll give it a go when I get more time.
by Sgt.Pepper
Mon Oct 20, 2003 2:03 pm
Forum: Scripting
Topic: Remove Existing Brushes?
Replies: 2
Views: 180

Remove Existing Brushes?

Ok, I was wondering if it's at all possible to remove existing brushes in stock maps through scripting.

I am thinking that you would define the area of the brush using coords and set size, then give it some kind of definition, a name, or target name. Then use some kind of command to remove it, a ...
by Sgt.Pepper
Fri Oct 17, 2003 9:24 pm
Forum: Off Topic
Topic: Oregon Vortex
Replies: 10
Views: 276

I must be tired. I just spent about 3 hours going through that http://www.forteantimes.com/ site. And I'm not even into that stuff. Those who visit that board would call it a time slip I suppose.
by Sgt.Pepper
Sat Oct 04, 2003 5:14 pm
Forum: Scripting
Topic: Map Mods in BT will not work.
Replies: 6
Views: 311

Got the spawns to work, at least I think I did. The points I added where all high off the ground, and I don't think any of the original spawns would be. Here's the script I used for the wire and the spawns. I just copy the relevant parts and some of the original stuff for refernce.

// set ...
by Sgt.Pepper
Sat Oct 04, 2003 4:47 pm
Forum: Scripting
Topic: Map Mods in BT will not work.
Replies: 6
Views: 311

Ok, I spawned some wire into one map, out of place because it's just a test. You can see it there in the air.

http://members.rogers.com/sgt.pepper/images/shot0000.jpg

I just copied from another mod and added it under the scoreboard text area of the script. It's the Montecassino map.

// Wire ...
by Sgt.Pepper
Sat Oct 04, 2003 4:10 pm
Forum: Scripting
Topic: adding player spawn points in maps thru script
Replies: 33
Views: 1854

Yeah, I'll give it a go today. It'll be a b**ch to test, but I'll do a spawn point up in the air or something weird, just for testing purposes. I'm curious about spawning stuff in BT, it'd be terrible if it didn't work.
by Sgt.Pepper
Sat Oct 04, 2003 3:56 pm
Forum: General Discussion
Topic: unlimited nades mod?
Replies: 3
Views: 136

I don't think nades work with that dm flag. The guns fire continuously, but the player just shakes the nade, and is unable to use it. Great for a sacrificial dance, though.
by Sgt.Pepper
Sat Oct 04, 2003 1:56 pm
Forum: Scripting
Topic: adding player spawn points in maps thru script
Replies: 33
Views: 1854

It does work for SH, the example I posted earlier was running on our SH server.

Not sure about BT though, I just got it and haven't looked at it yet, only played it.
by Sgt.Pepper
Thu Sep 25, 2003 10:41 am
Forum: Scripting
Topic: Sandbag woes...
Replies: 8
Views: 356

IRT Jackel,

I never thought to try it as not a script model. That could be worth a shot.

IRT Jv,

That sounds interesting. I've always wondered if it was possible to define a specific texture and spawn it. That will be interesting to mess with.
by Sgt.Pepper
Mon Sep 22, 2003 6:06 pm
Forum: Scripting
Topic: Sandbag woes...
Replies: 8
Views: 356

I'm not sure to be honest with you, it was done entirely through scripting. The brush was just as I mentioned above, local.clipbrush, then the properties were defined.

Is there a way to specify the type of bush one could spawn? I mean doing it entirely through scripting?
by Sgt.Pepper
Mon Sep 22, 2003 2:12 pm
Forum: Scripting
Topic: Sandbag woes...
Replies: 8
Views: 356

Yeah, I'm working with Cleetis on this one. I tried a clip brush around the sandbag yesterday, but that didn't do it, the blast still went through.

I just did

local.clipbrush = spawn sript_model
local.clipbrush.origin (blah etc.)

Is there a way to specify a brush type? I'm under the impression ...
by Sgt.Pepper
Mon Sep 22, 2003 12:58 pm
Forum: Scripting
Topic: adding player spawn points in maps thru script
Replies: 33
Views: 1854

Here is an example of one spawn point added to a map by Rindog, the fella that "discovered" spawning spawn points.

local.axis = spawn info_player_axis
local.axis.origin = ( 432 -16 -32 )
local.axis.angle = 0

Change the spawn info_player_axis to the appropriate spawn point for ffa. The origin is ...