Sending player to spec
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$oldier Of Ra
- Lieutenant Colonel
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Okay, I quickly found out it's the spawnflags that's causing the shooting trouble. Definately an error in the engine itself. But how to fix it without letting that trigger lose the ability to detect kills....
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$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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$oldier Of Ra
- Lieutenant Colonel
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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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
How hard would this be to do outside the game say like from a computer monitoring the server? I know on my serverwatch has kill counter (pfft which isnt working atm for some odd reason. Is there way maybe to make something simple that will do this? Also, just a question. Is there maybe another kill counter out there that might work?
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$oldier Of Ra
- Lieutenant Colonel
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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).
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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
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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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
Hmm, tested it with the new script that you wrote and seemed to run fine. At least in Southern France. Could not shoot through in doors or walls. No glitch in spectator view either. Only thing I noticed is that it is a little slow on a map restart but on reload of the map worked almost perfect. Weird. Going to keep fooling with it.
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$oldier Of Ra
- Lieutenant Colonel
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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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
sorry meant new spec_kick thread
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.
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( -10 -10 0 ) ( 10 10 72 ) Been letting go over sometimes by 1 or 2 but thats okay.
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$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
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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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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Rookie One.pl
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Rookie One.pl
- Site Admin
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$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
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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.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.

