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Add Weapon(stand) for sniper server
Posted: Sun Feb 13, 2011 4:04 pm
by chinaskis
Hi there, Does anyone know how can i add a weapon stand , like those in the Sniper Only Servers. I've added this:
Code: Select all
//axis guns table 2
local.alienx = spawn script_model
local.alienx model "static/bunkertable.tik"
local.alienx.origin = ( -1646 -1205 8.125)
local.alienx.scale = 1.40
local.alienx.angles = 360
local.alienx = spawn script_model
local.alienx model "weapons/KAR98sniper.tik"
local.alienx.origin = ( -1646 -1213 84.125)
local.alienx.scale = 1.40
local.alienx.angles = 180
local.alienx = spawn script_model
local.alienx model "weapons/KAR98sniper.tik"
local.alienx.origin = ( -1646 -1223 84.125)
local.alienx.scale = 1.40
local.alienx.angles = 180
local.alienx = spawn script_model
local.alienx model "weapons/G43.tik"
local.alienx.origin = ( -1646 -1233 84.125)
local.alienx.scale = 1.40
local.alienx.angles = 180
local.alienx = spawn script_model
local.alienx model "weapons/G43.tik"
local.alienx.origin = ( -1646 -1243 84.125)
local.alienx.scale = 1.40
local.alienx.angles = 180
Graphics seems ok, but there is no functionality in this.
I thought loadin the tics would me enough but apparently no. do i need another code to do this.
Thanks.
Posted: Sun Feb 13, 2011 4:36 pm
by Cpt. Duke
Greetings, chinaskis!
You can try this for the KAR98 Sniper...
local.alienx = spawn weapons/KAR98sniper.tik
local.alienx.origin = ( -1646 -1213 84.125)
local.alienx.scale = 1.40
local.alienx.angles = 180
Hope it works!
Posted: Sun Feb 13, 2011 5:11 pm
by chinaskis
Yep it worked great.
Thx for this and the quick response Cpt.Duke.
No-cross Scipt
Posted: Mon Feb 14, 2011 1:32 pm
by chinaskis
Hi everyone, Im using this in order to split my map in two sides(sniper mode)
Code: Select all
//no cross
badspot:
local.spot1 = spawn trigger_multiple
local.spot1.origin = ( 900 100 8.125 ) //your coords here
local.spot1 setsize ( -1160 -100 -10 ) ( 1160 -90 700 ) //setsize here
local.spot1 waittill trigger
local.spot1 setthread badboy
local.spot1 message "No Crossing Soldier!"
local.spot1 delay 0
end
badboy:
local.badboy = parm.other
local.badboy say "What a shame!"
wait 1
local.badboy kill
end
but doesnt work. I've put it that after
any ideas?
thank you!!![/code]
SOLVED
Posted: Mon Feb 14, 2011 5:44 pm
by chinaskis
THIS IS ONE DID THE TRICK:
(i just post this for anyone who wants something like it)
paste after Waittill Prespawn
Code: Select all
local.trig = spawn trigger_multiple
local.trig.origin = ( -100.579 10 8.125 )
local.trig setsize ( -100.579 -1500 1.125 ) ( -103.579 1500 1000 )
local.trig setthread Trigger1
local.trig message "NO CROSS!"
local.trig wait 1
local.trig delay 0
Trigger1:
local.player=parm.other
if (local.player.isTrigger1==1)
end
local.player.isTrigger1=1
local.player kill
local.player say "What a shame!"
local.player.isTrigger1=0
end
Ugh. Loading Screen.
Posted: Mon Mar 14, 2011 2:26 pm
by [D.o.G]FaDe2BlAcK
So I have never done a loading screen before, and for some reason I can't seem to get it to work. All of the tutorials are broken links and I have done everything according to the stickied thread on loading screens. All I want is a regualr loading screen with my picture in it. The name of the picture is FlakFestloading.tga/.jpg (I have both). My .pk3 is set up correctly as far as directories go. I've learned I need an ".urc" file and a .shader file. Here are mine:
.urc file
menu "dm/FlakFest" 640 481 NONE 0
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
//vidmode 3
//fadein 0.5
virtualres 1
postinclude ui/loadingbar.txt
resource
Label
{
name "Default"
rect 0 248 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 248 248 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 496 248 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 496 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 248 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 0 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "shadow"
}
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "wrinkles"
}
resource
Label
{
name "Default"
rect 80 32 480 368
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "white"
}
resource
Label
{
name "Default"
rect 80 32 480 368
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "sepiaoverlay"
}
resource
Label
{
name "Default"
rect 96 48 448 336
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "FlakFest"
}
resource
Label
{
name "Default"
rect 76 28 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "ul_corner"
}
resource
Label
{
name "Default"
rect 500 28 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "ur_corner"
}
resource
Label
{
name "Default"
rect 500 340 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "lr_corner"
}
resource
Label
{
name "Default"
rect 76 340 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "ll_corner"
}
resource
Label
{
title "Flak Fest"
name "Default"
rect 72 408 496 32
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "RAISED"
font facfont-20
}
end.
And my .shader
FlakFest
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/FlakFestloading.jpg
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}
Is there any problems here? (I can sub this .shader for the FlakFestloading.tga shader as well)
Posted: Mon Mar 14, 2011 9:34 pm
by Cpt. Duke
Hello, FaDe2BlAcK!
I recently created a working loading screen for my map.
Here's how I did it?
First, I created my .jpg image called "BEL_LoadingScreen" and placed it in the following directory:
main\textures\mohmenu
Then, I wrote a simple .urc script and placed it in the main\ui directory
Here's what I wrote?
menu "test_BehindEnemyLines" 640 481 NONE 0
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
//vidmode 3
//fadein 0.5
virtualres 1
postinclude ui/loadingbar.txt
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "textures/mohmenu/BEL_LoadingScreen.jpg"
}
Note that the yellow text is exactly the same as the name of my map, and the green text displays the full directory where my image was placed.
Posted: Mon Mar 14, 2011 10:26 pm
by [D.o.G]FaDe2BlAcK
Hm, this did not work for me. This is what I have:
FF_loadingscreen.jpg in textures/mohmenu/dmloading
Here is my .urc file:
menu "FlakFest" 640 481 NONE 0
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
//vidmode 3
//fadein 0.5
virtualres 1
postinclude ui/loadingbar.txt
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "textures/mohmenu/dmloading/FF_loadingscreen.jpg"
}
The name of the bsp is FlakFest.bsp
Also, do I need to take the .shader out?
Posted: Tue Mar 15, 2011 12:53 am
by Cpt. Duke

Hmmm
From what I can see, everything seems correct. I can't find any difference between my .urc and yours.
What title did you give the .urc file?
___
For my map, I didn't create any .shader files. All I needed was the .jpg and the .urc
Posted: Tue Mar 15, 2011 4:50 am
by [D.o.G]FaDe2BlAcK
I kinda copied your title format, so it looks like FF_loadingscreen.urc
Is there anything in any of the main script that would affect this? I used the layout of another map's script, but changed it over to dm.
Also, my .bsp is in map/dm does this need to be in the .urc?
Maybe This Will Work...
Posted: Tue Mar 15, 2011 4:57 pm
by Cpt. Duke
You might be right. Since your map is located in the
maps/dm folder, you can try this?
menu "
dm/FlakFest" 640 481 NONE 0
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
//vidmode 3
//fadein 0.5
virtualres 1
postinclude ui/loadingbar.txt
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "textures/mohmenu/dmloading/FF_loadingscreen.jpg"
}
Also, I don't see anything wrong with the filename you used.
Hope this works!

Posted: Tue Mar 15, 2011 7:20 pm
by [D.o.G]FaDe2BlAcK
Yay it worked! With one exception of course... the screen shows up black. I'm gonna go research this now, I know I've seen others with this problem.
EDIT: Searching the problem produced no answers. Is there any thing else that can be done? Or should I just forget about the idea?
I think I got it! :D
Posted: Wed Mar 16, 2011 12:14 am
by Cpt. Duke
Yes! I think I know what the problem is!
Focus on the following lines in your .urc:
menu "dm/FlakFest" 640 481 NONE 0
rect 0 0 640 480
Noticed the numbers in the yellow text?
I found out that if these aren?t set correctly, your loading screen will display only black. Just fool around with these numbers and see what happens. The correct settings depends on the size of your image. It may take some time to get it right, but don't give up.
If your loading screen is a single image, make sure each set of numbers in both lines are the same.
Hopefully this will get your loading screen up and running correctly!
Posted: Wed Mar 16, 2011 5:59 am
by [D.o.G]FaDe2BlAcK
Ok cool I'll try it! Just out of curiosity, what size was your file?
Posted: Wed Mar 16, 2011 2:50 pm
by Cpt. Duke
The size of my loading screen image was 1024 pixels by 768 pixels.