Search found 11 matches

by rayzer
Mon Jul 07, 2003 10:08 am
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

m8 first of all....there is a pk3 that works perfectly if u look...second...this is a dedicated site to help genuine scripters/etc...so less of the the immature comments keep it clean cus u aint the only person havin to read these posts...end of :shock:
by rayzer
Fri Jul 04, 2003 4:14 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

ahh success at last the answer lies in the .tik...obj was needed.thanx for all the help on this guys,can u plz give me some more info on changing the attributes of the dogs.
they seem too slow and easy to fool,i would if possible like them to run faster and maybe attack 'harder'.


:)
by rayzer
Thu Jul 03, 2003 10:51 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

ok colour sorted np...

sound:plz remember i am trying to implement this into an obj map(omaha)so again the path reads:

in DMprecache.scr:cache models/sound/dogsounds.tik

in mohdm2_precache.scr:cache models/sound/dogsounds.tik

the above did not work:so i thought ahh objective and done this:

in ...
by rayzer
Thu Jul 03, 2003 4:18 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

lol has every1 gone on holiday...i guess from the lack of response that ive confused u all..hehe so..after organising...the line'cache models/sound/dogsounds.tik' have been placed correctly into Dmprecache.scr and in the level script precache.scr but unfortunately is not working...plz advise...oh ...
by rayzer
Wed Jul 02, 2003 4:19 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

btw... as i typed all that, desert eagle..how do u remove the colour and i want to speed them up a little...they're to slow...i mean cud u run from a german shepherd?
by rayzer
Wed Jul 02, 2003 4:16 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

ok..to be more precise ..ive created a new pk3 because im scripting my version of omaha.so in my main i have for eg

1. pk3 user_omaha2... 2. i also have ur pk3.. xdmdogs2

i have not altered ur pk3 in any way other than the origin and the dogs 'team'(axis).

so in my modded omaha pk3...ive added ...
by rayzer
Tue Jul 01, 2003 11:53 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

ok..ignore previous post as i have my lil beauties workin..but...hmmm no sound

edited dmprecache by adding line cache models/sound/dogsounds.tik
so the path reads:
exec global/dmprecache.scr
cache models/sound/dogsounds.tik

so why dosent it pick up the sound?
by rayzer
Tue Jul 01, 2003 7:17 pm
Forum: Scripting
Topic: dogs
Replies: 64
Views: 4093

i want to implement 2 dogs into an obj stock map such as omaha..ive tried to use some of the scripts available and obviously modified to suit obj but i cannot seem to get it to work.i have achieved spawning the dogs and they attack, but the rest of the map has graphically changed and the other mods ...
by rayzer
Wed Jun 18, 2003 12:20 am
Forum: Scripting
Topic: script...oh so close
Replies: 4
Views: 134

ahh yes gotcha...nice spot...editing script now and on post...ill keep editing on post untill its a working script..keeping u informed of course

:)
by rayzer
Wed Jun 18, 2003 12:06 am
Forum: Scripting
Topic: script...oh so close
Replies: 4
Views: 134

the origin is definately correct....this was achieved by going in-game and typing coord in the console standing exactly where u want the box to be placed.i also think u dont need a (.) before spawn if theres a = sign there.
i thought solid was all u needed to state a 'solid 'object but ill check ...
by rayzer
Tue Jun 17, 2003 10:25 pm
Forum: Scripting
Topic: script...oh so close
Replies: 4
Views: 134

script...oh so close

all i want to do...is add a couple of boxes here and there in omaha...this is the script i wrote...if wrong plz rectify and /or when i attempt to set origin,it asks me to 'tele or face' to set.how do i use that and do i need a special .cfg file/and words added to the mohaa.exe...ie +set developer ...