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Attack Dog Mod
Posted: Thu Aug 03, 2006 1:42 pm
by Firefox
Hey guys I have this really cool idea,
At random the server chooses a player every 2 min. Then a screen comes up and ask the player if they would like to be an attack dog. If clicked no, then the server would wait 2 more mins and choose a player at random. If clicked yes then the player model would be changed to that of an a germansheperd, and there would be a messege "You are now the attack dog!". As the attack dog you have 2 other dogs that follow you. Using a laser you can point tell the dogs which player to attack! After one minute as an attack dog, you return back to your normal self. and the server waits 2 mins till picking another player.
Ill need some help to make this, cuz Im not all that good at scripting and I know this will take A LOT of scripting.
Posted: Thu Aug 03, 2006 2:10 pm
by Firefox
ok heres what I have so far, The admin will exec the script for the dog mod using the console,
Code: Select all
main:
wait 1
huddraw_alpha 20 0
huddraw_virtualsize 20 1
huddraw_alpha 20 .8
huddraw_font 26 "verdana-12"
huddraw_color 20 1 0 0
huddraw_rect 20 230 -200 200 20
huddraw_string 20 "Attack dog Mod NOW ACTIVE!"
player_pick: //the server picking a client at random
local.randomclient = getcvar(Random Client Number)
if (local.randomclient == "0")
{
then cleintnumber = "0") /* this will configure the varible
"clientnumber" in attackdog.cfg. this varible will tell the server
which client to drop the menu down to. */
exec whcdog/attackdog.cfg /* this is the config for the drop down menu */
*NOTE* Some things in here are not real scripting commands its just what I want it to do.
Can anyone help?
Posted: Thu Aug 03, 2006 2:18 pm
by bdbodger
Dogs in mohaa can't follow . I did a map called The rescue and made custom dogs that can follow . In my map you used the use key with a friendly dog and the dog followed you as long as his thinkstate was not attack . It only works with a custom dog . My snowfun map also uses the custom dogs . Trying to make a player model of a dog would take a lot of work not a beginner type of mod .
Posted: Thu Aug 03, 2006 4:36 pm
by Firefox
ok, can I use your dogs scripts? (of course with all due credit)
And also, does anyone know how I would have the server pick a random client number?
Posted: Thu Aug 03, 2006 6:48 pm
by Rookie One.pl
You might find Phil {sfx}'s {sfx} Smarthounds interesting.
Posted: Thu Aug 03, 2006 8:34 pm
by bdbodger
My map you can find at my site by clicking my sig . There is not so much a dog script except the map script it is just that the custom dogs use a new_generic_dog.tik I created that allows them to respond to commands like runto or to set thier idle_type to runner or patrol the same as you do for normal ai's . Only my dogs can do those things . There is also my multi_dog script for spawning axis and allies dogs into a map that has pathnodes in it , also at my site . Those dogs are normal dogs and can be made to be axis or allies .
usage: Put this script in your main/global folder and in level script do this
main:
exec global/multi_dog.scr
level waittill spawn
....
....
end
in thread or script
exec global/multi_dog.scr::dogspawn <origin> <angle> <respawn> <respawntime> <team> <light>
example: exec global/multi_dog.scr::dogspawn ( -1053 -2847.22 -4.12 ) 45 1 5 axis 1
FFA example: exec global/multi_dog.scr::dogspawn ( -1053 -2847.22 -4.12 ) 45 1 5
also creates two variables level.axis_dogs and level.allies_dogs that you can use in script
Posted: Sat Aug 05, 2006 1:27 am
by *GCC*Nigel
I've seen servers online where you can become a dog, but never had others follow and bow to your bidding... heh heh fancy words.
Posted: Sat Aug 05, 2006 9:23 am
by bdbodger
Of course the custom dogs would be a client side mod . The other script is server side though . If you have a .pth file for a stock map you can use ai ( well ai like jvbots ) and the client only needs to have JVbots and not the .pth file . Dogs on the other hand do work without a mod because the animations commands are in the tik the ai animations for the other ai are disabled in multiplayer and can only be enabled with a mod . There are a few animations that will work for ai in multiplayer but not all .