Some experiments with shaders: https://github.com/nonsensation/CoD2-Shader
However, texture atlas seems to be more integrated in the engine itself, no luck on that.
...
Some experiments with shaders: https://github.com/nonsensation/CoD2-Shader
However, texture atlas seems to be more integrated in the engine itself, no luck on that.
...
I played around abit, and spawned the FX on a tag, but it seems it is the FX, it won't change its upward angle
init()
{
level thread MonitorPlayer();
level._effect[ "dog" ] = loadfx(...
Yeah, I remember that something about placing such effects was weird in CoD2..
Do you spawn them with a bullettrace()? How do they behave on non axis aligned surfaces?
Maybe changing the type of...
I think I kind of remember now.
It was done as an effect, not as a texture, so placing and scaling can be abit tricky.
Lookup how smoke or fire effects are done, they use an 'atlas'-texture,...
You can play .roq files, like the CoD2 intro sequence when you first start the game, but only fullscreen.
You can use atlas-textures to play 'videos' or more gifs.
However you have to export...
Hey,
we just had a discussion about a possible cheater, he shot THROUGH a TEAMMATE and killed a guy behind.
As far as I can remember, you can shoot through an ENEMY and damage/kill two or more...
You can have a look at this from a couple of years ago: https://github.com/nonsensation/CoD2-MySql-ClientCmd
Maybe it helps abit
Yeah, okay. Unfortunately I cant help you with that, as I dont remember this part.
In the past I had similar trouble getting sound to work, sometimes it was a faulty soundalias or a different audio...
In the maps/mp/gametypes/_callbacksetup.gsc call the init():
CodeCallback_StartGameType()
{
// If the gametype has not beed started, run the startup
if(!isDefined(level.gametypestarted) ||...
There are a few things that get you started scripting wise in CoD2:
- your map script gets called first
- then the game calls maps/mp/gametypes/_callbacksetup::CallBack_StartGameType()
- Kills,...
Funny, I just did a quick video, because I forgot how to do it myself.
However it is on windows:
https://youtu.be/9-n75APn81g
I'll leave you here a link of an 2 year old project. I used mysql to store some logs of chat-commands, maybe some1 can use this https://github.com/nonsensation/CoD2-MySql-ClientCmd
Yes, here is it -> secret pickup script that can't be found otherwise
ORIGIN_TITLEE != ORIGIN_TITLED Maybe?
You can localize your text (one identifier-string in your code - multiple languages in the game).
However, you need to precache your localized string in your script (precacheString() iirc) and you...
Maybe ui_mp/scriptmenus/weapons_german.menu
When fixing silent aim, maybe do something like this (after you get the players eye-pos based on the current stance):
trace = bulletTrace( start , end , true , attacker );
if( !isDefined(...
I recogn this bug, but forgot the details
but you actually can have variables in macros as kung did it here (DVAR_CHECK):...
:) Thats why your text was wrapped on the itemdef boundary then I guess
maybe you have had autowrapped in your itemdef?
It can be set in the weaponfiles iwd/weapons/mp/grenade_mp
If you modify weaponfiles yourself, the client has to download this file (not a serverside change)
trace[ "entity" ] is either the player, any other entity (script-models etc) or undefined
I do not know if your player has a static model, the trace-entity will show it as a player.
If so,...
If you have libcod, you can also use Izno's unprecached setText() patch
Ahh, got it
iirc libcod also has GetArrayKeys() implemented, that works like the CoD4 version (see script reference for that) but this would work only for arrays, not objects..)
Not directly: https://killtube.org/showthread.php?2722-Print-any-variable-s-content&p=15105#post15105