Search found 131 matches
- Tue Jun 01, 2004 9:43 am
- Forum: General Discussion
- Topic: Flaw in Algiers
- Replies: 28
- Views: 843
- Mon May 17, 2004 4:21 pm
- Forum: Public Releases
- Topic: New map - Arena
- Replies: 12
- Views: 872
If you are testing it on your own then it shouldn't matter if you shoot or not, as soon as the invulnerability time of the spawn wears off you should die because of the trigger I have put there - the map will not restart unless a round is won - and for this you need two teams.
In order to run around ...
In order to run around ...
- Sun May 16, 2004 9:06 pm
- Forum: Public Releases
- Topic: New map - Arena
- Replies: 12
- Views: 872
- Sun May 16, 2004 12:04 pm
- Forum: Public Releases
- Topic: New map - Arena
- Replies: 12
- Views: 872
New map - Arena
Hi guys,
Well I finally finished my new map, it's called 'Arena' and it's a round-based MP map for up tp 32 players.
Now, this is meant as a 'fun' map and is not in the least bit accurate,realistic, historical etc and shouldn't be viewed as such. Anyway, here is a download link: http://www.omg-clan ...
Well I finally finished my new map, it's called 'Arena' and it's a round-based MP map for up tp 32 players.
Now, this is meant as a 'fun' map and is not in the least bit accurate,realistic, historical etc and shouldn't be viewed as such. Anyway, here is a download link: http://www.omg-clan ...
- Wed May 12, 2004 7:32 pm
- Forum: Scripting
- Topic: Player angle?
- Replies: 4
- Views: 147
- Tue May 11, 2004 9:28 pm
- Forum: Scripting
- Topic: Player angle?
- Replies: 4
- Views: 147
Player angle?
Hi guys,
anyway to force an mp player to face a particular way?
eg. local.player.angle = 90
Or something like that?
I've got a teleport kinds thing working and I want to change the direction the player is facing when it happens to totally disorientate them.
Also:
$player[local.t] item weapons ...
anyway to force an mp player to face a particular way?
eg. local.player.angle = 90
Or something like that?
I've got a teleport kinds thing working and I want to change the direction the player is facing when it happens to totally disorientate them.
Also:
$player[local.t] item weapons ...
- Tue May 04, 2004 7:09 pm
- Forum: Scripting
- Topic: Access script from Rcon?
- Replies: 1
- Views: 143
Access script from Rcon?
Hi guys,
Another day, another question. :)
Is it possible to use Rcon to alter a way a script runs?
I have a lift in my map that randomly picks a level to go to, waits a few seconds and then moves to it.
But is it possible to somehow use Rcon to manually override the random number and tell it ...
Another day, another question. :)
Is it possible to use Rcon to alter a way a script runs?
I have a lift in my map that randomly picks a level to go to, waits a few seconds and then moves to it.
But is it possible to somehow use Rcon to manually override the random number and tell it ...
- Mon May 03, 2004 10:57 am
- Forum: Scripting
- Topic: Removing Ammo
- Replies: 11
- Views: 251
- Mon May 03, 2004 9:59 am
- Forum: Scripting
- Topic: Removing Ammo
- Replies: 11
- Views: 251
Ah, ok. :(
Well maybe I need to look at this differently then. Now that I have the pistols reduced to one clip, is there any way to make those bullets useless?
I don't want to make players invulnerable as in the question a few posts down, just not damaged by bullets. So that rules out covering the ...
Well maybe I need to look at this differently then. Now that I have the pistols reduced to one clip, is there any way to make those bullets useless?
I don't want to make players invulnerable as in the question a few posts down, just not damaged by bullets. So that rules out covering the ...
- Mon May 03, 2004 9:01 am
- Forum: Scripting
- Topic: Removing Ammo
- Replies: 11
- Views: 251
Ok, so I'm getting closer now, thanks JV. But now what happens is depending on how big a minus figure I put in it takes away from my 'remaining bullets' pile.
Testing it myself I normally receive 8 bullets in the clip and another 8 ready to be loaded. If i put an ammo figure of -10 in then I still ...
Testing it myself I normally receive 8 bullets in the clip and another 8 ready to be loaded. If i put an ammo figure of -10 in then I still ...
- Sun May 02, 2004 5:36 pm
- Forum: Scripting
- Topic: Removing Ammo
- Replies: 11
- Views: 251
- Sun May 02, 2004 1:38 pm
- Forum: Scripting
- Topic: Removing Ammo
- Replies: 11
- Views: 251
Removing Ammo
Hi,
through looking in this forum I managed to bolt together a way to get my MP players to drop all their weapons at the start of a specific level of my map and each receieve a silenced pistol. But is there a way to script the removal of all the ammo from those pistols? (I want the level to be a ...
through looking in this forum I managed to bolt together a way to get my MP players to drop all their weapons at the start of a specific level of my map and each receieve a silenced pistol. But is there a way to script the removal of all the ammo from those pistols? (I want the level to be a ...
- Sat Apr 24, 2004 1:24 pm
- Forum: Scripting
- Topic: Y origin calculation?
- Replies: 21
- Views: 429
- Sat Apr 24, 2004 9:52 am
- Forum: Scripting
- Topic: Y origin calculation?
- Replies: 21
- Views: 429