Search found 72 matches

by Parts
Tue Jan 06, 2004 8:36 am
Forum: Scripting
Topic: Spearhead Ubersound Work Around
Replies: 12
Views: 724

There is a workaround to stop you having to mod the ubersound.scr file but it's not server side only.

If you create a file in the same format containing sound aliases, lets call it mysounds.scr and stick it in the ubersound folder the game automatically picks it up. Therefore you can add your own ...
by Parts
Tue Jan 06, 2004 8:25 am
Forum: Scripting
Topic: Removing spawn point from stock maps.
Replies: 37
Views: 1850

Read this forum from start to finish and one question for you what hex software are you using.

i want to add some spawn points to an existing map can i use hexing to do it?

If you just want to add new spawn points then you only need a similar script to the one posted above. It is only if you ...
by Parts
Thu Dec 18, 2003 10:05 am
Forum: Scripting
Topic: Random Threads
Replies: 6
Views: 333

I think you could also do something like:

Code: Select all

// returns a number from 0 to 2
local.threadnum = randomint(3)

thread ("MyThread_" + local.threadnum)
by Parts
Thu Dec 11, 2003 10:43 am
Forum: Scripting
Topic: Removing spawn point from stock maps.
Replies: 37
Views: 1850

Have also now modified The Hunt. As a test to see if it evens play a little I've removed all the Axis spawn points and replaced them with ones all around the church area.

Hexing out the info_spawn_axis by renaming them to something like fnfo_spawn_axis as was sugested is very simple. I used hex ...
by Parts
Thu Dec 11, 2003 10:37 am
Forum: Scripting
Topic: Offset origin How?
Replies: 8
Views: 326

Here's a script that attaches a player to a Truck. This works fine in Spearhead, not sure about MOHAA.

Uses a level variable to decide when to glue and unglue the player


AttachToTruck local.Player:

//This model is glued to truck origin
local.PointGluedToTruck = spawn script_model
local ...
by Parts
Fri Dec 05, 2003 11:57 pm
Forum: Scripting
Topic: Removing spawn point from stock maps.
Replies: 37
Views: 1850

works a treat!

Now have all axis spawning inside a plane. When they jump out they parachute to the ground :lol:
by Parts
Fri Dec 05, 2003 4:31 pm
Forum: Scripting
Topic: New ubersound work-around!
Replies: 94
Views: 21441

Anyone ever got this to work with Spearhead? Just doesn't work for me at all.

Just get an error saying can't find alias in ubersound or uberdialog
by Parts
Tue Dec 02, 2003 10:36 am
Forum: Scripting
Topic: Removing spawn point from stock maps.
Replies: 37
Views: 1850

Excellent thanks. My plan is to remove all the spawn points from the map and create all spawn points in the script file.

First project is to make the Bridge into a multiplayer map where both sides parachute in :D
by Parts
Mon Dec 01, 2003 1:39 pm
Forum: Scripting
Topic: Removing spawn point from stock maps.
Replies: 37
Views: 1850

amateur's question! : So I've found the entities in a hex editor. I presume I can't do anything other than replace one value with another. So for Example I could move a spawn point as long as I kept the number of bytes the same.

What do I do to "HEX" out a spawn point completly? replace with spaces?
by Parts
Mon Oct 20, 2003 12:05 pm
Forum: Scripting
Topic: Sound Crashing Server
Replies: 18
Views: 727

Parts, does the crash happen immediately or after about 30 minutes like in CP's case?

I think alias only defines an alias, whereas aliascache both defines an alias and caches the file... I think most files in uberdialog are streamed instead of loaded, and cacheing a sound for streaming seems a ...
by Parts
Mon Oct 20, 2003 11:00 am
Forum: Scripting
Topic: Sound Crashing Server
Replies: 18
Views: 727

I have recently been having this problem on our servers caused by something else, nothing to do with the scriptmaster workaround.

We implemented the roc in pain mod. This add extra aliases to the death and pain sounds in uberdialog. This appear to take the server over the 512 limit and causes the ...
by Parts
Tue Aug 26, 2003 3:35 pm
Forum: Scripting
Topic: Turning off crosshair when moving
Replies: 4
Views: 195

you could call a thread from within the state file. detect someone running and turn off the crosshair using a stufftext, then turn it back on in the stand state.

Your going to increase network traffic quite a lot though, with all those stufftext commands.
by Parts
Wed Aug 20, 2003 10:54 pm
Forum: Scripting
Topic: i want snipers only plz help me all
Replies: 4
Views: 211

you need to replace all the weapons after they have spawned. Here's a script that gives all players a bolt action rifle, just adapt it to what you want.

There is one problem and that is that it isn't reliable on the first round of the map in spearhead, I haven't solved this porblem. It's due to the ...
by Parts
Thu Aug 07, 2003 12:18 pm
Forum: Scripting
Topic: a tank shooting in mp level
Replies: 12
Views: 371

I dicovered i major bug in your script, parts.
When i'm shoot by the tank the guns keeps following me, also when choose another team(It doesn't find another target when it killed someone but it sticks to one target)(only when i'm playing alone). I tried some things bit they don't work out someone ...
by Parts
Mon Aug 04, 2003 7:38 pm
Forum: Scripting
Topic: a tank shooting in mp level
Replies: 12
Views: 371

Seems like the mod is either not installed or another mod is overwriting it.

Put some debug text in your script after level waittill spawn using println and see if they appear in the log file. At least you will know if the script is being ran at all