Black Windows
Moderator: Moderators
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
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Man hate to ask but looked all over either I have overlooked it or just no around. spawnflags info. I know SOR said I can make check but before start on that would like to set spawnflags not to include explosions like from nades. Maybe list somewhere of spawnflags?
http://lmgtfy.com/?q=spawnflags+mohaa
http://lmgtfy.com/?q=spawnflags+mohaa
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
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$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
It responds to damage, not bullets. Projectiles also do damage, therefore they are also detected. If a bullet or projectile has no potential damage, it will not be detected (ie setting the bulletdamage or the projectile damage to 0). Personally, I don't know why people use 144, I always use 128 and it detects all.
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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
hmm so guess fix would be what u suggested i add.
Bro i got this all messed up i. can you see what i am doing wrong
where does this go?
update: got some what fixed since i posted this but not fixed yet
Bro i got this all messed up i. can you see what i am doing wrong
Code: Select all
blackwin1:
local.trigger = spawn trigger_multiple "spawnflags" "128"
local.trigger.origin = ( -2315 -2190 345 )
local.trigger setsize ( -70 0 -70 ) ( 70 1 70 )
local.trigger setthread warn_1
end
warn_1:
local.go = 0
if(local.player.origin[0] <= level.treasury_max[0] && level.treasury_min[0] <= local.player.origin[0])
local.go++
if(local.player.origin[1] <= level.treasury_max[1] && level.treasury_min[1] <= local.player.origin[1])
local.go++
if(local.player.origin[2] <= level.treasury_max[2] && level.treasury_min[2] <= local.player.origin[2])
local.go++
if (local.go == 3)
{
local.player iprint ("Admin: BLAH BLAH")
local.player hurt 100
}
endCode: Select all
level.treasury_min = ( -2175 -2157 240 )
level.treasury_max = ( -2736 -1749 240 )update: got some what fixed since i posted this but not fixed yet
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$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
That was an example... You must get the coordinates yourself, the max and the min for each area/trigger. So make them local vars instead of level.treasury...
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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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Herr Klugscheisser
- Lance Corporal
- Posts: 21
- Joined: Thu Mar 17, 2005 1:14 pm
Could you do this for me or maybe explain how its done? If through Radient I will fail for sure all those boxes drive me crazy.Rookie One.pl wrote:I have an idea for an alternative method. Why not just modify the BSP to remove the glass properties from those brushes? I could write a little program for that.
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:

