Sending player to spec

Post your scripting questions / solutions here

Moderator: Moderators

$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

Okay, I quickly found out it's the spawnflags that's causing the shooting trouble. Definately an error in the engine itself. But how to fix it without letting that trigger lose the ability to detect kills....
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

Wow I am surprised so close and held back by one glitch Sigh. If you happen to figure it out plz let me know. Maybe another kill counter? As long as it is close to 60. 58-62 is fine
$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

I don't think there's a way for me to fix it without ruining the detection... I guess you'll have to decide whether you'll use it or not. :(
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

How hard would this be to do outside the game say like from a computer monitoring the server? I know on my serverwatch has kill counter (pfft which isnt working atm for some odd reason. Is there way maybe to make something simple that will do this? Also, just a question. Is there maybe another kill counter out there that might work?
$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

You have to wonder, if it were so simple to do this, then would I spend time making this method? You can do this with external programs however, for it to work all the time, it and your pc must be running 24/7.

I based mine on all other scripted kill counters, so they are build on the same troublesome trigger. Most of them have even extra problems (my script doesn't show for some reason).
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

Alright Bro. Guess we can consider this failed attempt but atleast not epic one. It works just not the way we wanted it to. No worries sure I will have something else come to mind soon. :?:
$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

Let's be glad it's only doors and entities but I think I'm going to keep using it.
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

Hmm, tested it with the new script that you wrote and seemed to run fine. At least in Southern France. Could not shoot through in doors or walls. No glitch in spectator view either. Only thing I noticed is that it is a little slow on a map restart but on reload of the map worked almost perfect. Weird. Going to keep fooling with it.
$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

Huh, new script?
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

sorry meant new spec_kick thread

Code: Select all

spec_kick: 

        while(1) 
        { 
               for (local.i = 1; local.i <= $player.size; local.i++) 
               { 
                       if ($player[local.i].killcount != NIL && $player[local.i].dmteam != "spectator" && $player[local.i].killcount >= 60) 
                       { 
            $player[local.i] thread killset 
                                wait 0.1 
                       } 
             if ($player[local.i].dmteam == "spectator" && self.detect) 
                       { 
                            self.detect delete 
                       } 
               } 
  
               waitframe 
          } 

end 

killset: 

       self iprint "You have reached the 60 kill max for this map!" 1 
       self spectator 
       Wait 5 
       self iprint "You will be allowed to rejoin next map!" 1 
       wait 0.3 
end
Not alot problems going to keep testing but last night it was working without soft walls only thing I did other then that was change the setsize to this. Sorry been reading the thread on TMT.

( -10 -10 0 ) ( 10 10 72 ) Been letting go over sometimes by 1 or 2 but thats okay.
$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

It's because of the setsize. The player's own gun is out of the triggerbox thus it doesn't trigger/get affected by it. However, if you turn sv_showbboxes to 4, you'll see that this new setsize will make the method far less accurate since your head, arms and feet are sticking out of it hence when the player is killed there it won't be detected.
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Post by Rookie One.pl »

For the record, the player's bounding box is exactly ( -15 -15 0 ) ( 15 15 94 ). When crouching, the Z maxs value is 54 instead of 94.
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

Which only leave the quesiton where does the bullet originate from. Does it start from the chamber or the end of the muzzle. LOL just kidding but if you know answer. Alright will use my showbboxes and see if I can't figure out happy medium.
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Post by Rookie One.pl »

Well, the muzzle point is definitely on the player's view axis. The question is how far from the point of view it is. I'm guessing it's inside the player's bbox, though.
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
Contact:

Post by $oldier Of Ra »

The bullets come from the eye bone. They are calculated (with sighttrace) from there. Since you've set the max Z value to 72, the head sticks out of the trigger, therefore the bullets aren't affected.
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)

For all your bot needs!!!!

$oldier Of Ra.
Post Reply