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Posted: Sat May 09, 2009 12:52 pm
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....
Posted: Sun May 10, 2009 12:37 am
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
Posted: Sun May 10, 2009 9:08 am
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.

Posted: Sun May 10, 2009 10:28 am
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?
Posted: Sun May 10, 2009 1:07 pm
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).
Posted: Sun May 10, 2009 2:49 pm
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.

Posted: Sun May 10, 2009 5:18 pm
by $oldier Of Ra
Let's be glad it's only doors and entities but I think I'm going to keep using it.
Posted: Mon May 11, 2009 10:09 am
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.
Posted: Mon May 11, 2009 2:58 pm
by $oldier Of Ra
Huh, new script?
Posted: Mon May 11, 2009 3:09 pm
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.
Posted: Mon May 11, 2009 4:05 pm
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.
Posted: Mon May 11, 2009 9:42 pm
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.
Posted: Tue May 12, 2009 12:47 am
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.
Posted: Tue May 12, 2009 7:26 am
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.
Posted: Tue May 12, 2009 3:35 pm
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.