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  • IzNoGoD's Avatar
    23rd May 2018, 18:12
    IzNoGoD replied to a thread welcome script in Scripting
    Even with that, onconnect is called during the fast_restart used to go to next round/halftime. Might wanna remove the = undefined thing in there....
    7 replies | 196 view(s)
  • warrior's Avatar
    23rd May 2018, 17:16
    warrior replied to a thread welcome script in Scripting
    Bf, it doesn't work... it appears after Half-Time... I've tried everything possible. Goddamn it
    7 replies | 196 view(s)
  • kung foo man's Avatar
    23rd May 2018, 15:25
    Will improve later: After installing Julia 0.6.2, open Julia shell, download these packages (those lines are normal module function calls for the...
    0 replies | 29 view(s)
  • buLLeT_'s Avatar
    23rd May 2018, 15:10
    buLLeT_ replied to a thread [cod2] Shader in Scripting
    what to choose edit: problem with image ingame
    8 replies | 158 view(s)
  • Tally's Avatar
    23rd May 2018, 09:45
    Tally replied to a thread welcome script in Scripting
    Thanks for the heads-up. I didn't see the bit about SD gametype. So, this instead: Callback_PlayerConnect() { .... self...
    7 replies | 196 view(s)
  • warrior's Avatar
    23rd May 2018, 05:09
    warrior replied to a thread welcome script in Scripting
    Hey, this work only if you go to spectate and join back, but at the half of the time, when you switch teams, it appears again :/
    7 replies | 196 view(s)
  • IzNoGoD's Avatar
    23rd May 2018, 04:49
    IzNoGoD replied to a thread welcome script in Scripting
    @Tally: The OP is talking about SD gametype, so it might be wise to store the check in a .pers array var.
    7 replies | 196 view(s)
  • warrior's Avatar
    23rd May 2018, 04:41
    warrior replied to a thread welcome script in Scripting
    Thank you very much, Tally! this was so helpful!
    7 replies | 196 view(s)
  • Tally's Avatar
    23rd May 2018, 00:26
    Tally replied to a thread welcome script in Scripting
    Callback_PlayerConnect() { .... self setClientCvar("g_scriptMainMenu", scriptMainMenu); self.message_done = undefined; self thread...
    7 replies | 196 view(s)
  • warrior's Avatar
    22nd May 2018, 21:48
    warrior started a thread welcome script in Scripting
    ...........
    7 replies | 196 view(s)
  • maxdamage99's Avatar
    21st May 2018, 15:30
    maxdamage99 replied to a thread [cod2] Shader in Scripting
    i no read your post :o p.s: sry for your butthurt :)
    8 replies | 158 view(s)
  • IzNoGoD's Avatar
    21st May 2018, 14:06
    IzNoGoD replied to a thread [cod2] Shader in Scripting
    You are aware that flipKillIcon only works for obituary right?
    8 replies | 158 view(s)
  • Tally's Avatar
    21st May 2018, 13:40
    Tally replied to a thread [cod2] Shader in Scripting
    Which is exactly what I just said above. So, thanks for repeating exactly what I just said. Such repetition is really valuable!
    8 replies | 158 view(s)
  • maxdamage99's Avatar
    21st May 2018, 12:15
    maxdamage99 replied to a thread [cod2] Shader in Scripting
    flipKillIcon attribute work only for obituary
    8 replies | 158 view(s)
  • Tally's Avatar
    20th May 2018, 22:11
    Tally replied to a thread [cod2] Shader in Scripting
    That is not what you showed in your first post. There, you showed the built-in obituary notice with weapon icon. That is not done with a hud element....
    8 replies | 158 view(s)
  • buLLeT_'s Avatar
    20th May 2018, 21:17
    buLLeT_ replied to a thread [cod2] Shader in Scripting
    Not working :( My code level.dweaponImage = newHudElem(); level.dweaponImage.x = 580; level.dweaponImage.y = 92;...
    8 replies | 158 view(s)
  • Tally's Avatar
    20th May 2018, 17:54
    Tally replied to a thread [cod2] Shader in Scripting
    In the weapon file, find and edit Flipkillicon setting to 1:
    8 replies | 158 view(s)
  • buLLeT_'s Avatar
    20th May 2018, 16:03
    buLLeT_ started a thread [cod2] Shader in Scripting
    How to rotate shader image to be like this
    8 replies | 158 view(s)
  • kung foo man's Avatar
    19th May 2018, 14:00
    I would love to use the latest emscripten version, but their current library_openal.js is fucked up. They have largely rewritten it and ended up...
    0 replies | 53 view(s)
  • kung foo man's Avatar
    18th May 2018, 17:02
    Emscripten is the magic thing that turns the C/C++ files into WebAssembly, but the setup is quite a bit annoying/complicated, made a video for that:
    0 replies | 43 view(s)
  • kung foo man's Avatar
    18th May 2018, 14:40
    kung foo man started a thread What is this? in /b/
    Yo all, I prepared this project for several months behind the scenes and now finally put this slowly into public. Even back in the CoD2 modding...
    0 replies | 62 view(s)
  • Salem75's Avatar
    18th May 2018, 12:17
    Salem75 replied to a thread ADMİN HEADİCON in Scripting
    init() { precachestatusIcon("gnnr_rank_pro_7"); precacheHeadIcon("gnnr_rank_pro_7"); level.vipPlayer = ; ...
    5 replies | 621 view(s)
  • IzNoGoD's Avatar
    17th May 2018, 14:44
    IzNoGoD replied to a thread ADMİN HEADİCON in Scripting
    PLEASE put your precache in the appropriate (initialize) position. Not in a user-callable script.
    5 replies | 621 view(s)
  • Salem75's Avatar
    17th May 2018, 04:14
    Salem75 replied to a thread ADMİN HEADİCON in Scripting
    You can use that code : Make new file on your mod adm.gsc and put ths : init() { level.vipPlayer = ; level.admPlayer = ; ...
    5 replies | 621 view(s)
  • kung foo man's Avatar
    16th May 2018, 08:00
    If anybody wants to join: https://discord.gg/mqBchQZ Just talk about whatever you want, if it fits on killtube, I can create a forum section and...
    0 replies | 77 view(s)
  • kung foo man's Avatar
    15th May 2018, 07:18
    kung foo man replied to a thread Problem with manymaps in Main
    Basically the only problem is that you end up with a randomMapName.iwd which has no dependencies. You can do this by hand, but you will quickly...
    2 replies | 130 view(s)
  • maxdamage99's Avatar
    14th May 2018, 22:24
    maxdamage99 replied to a thread Problem with manymaps in Main
    ???????????????
    2 replies | 130 view(s)
  • Loveboy's Avatar
    14th May 2018, 18:22
    Loveboy started a thread Problem with manymaps in Main
    Hello all, I recently decided to use manymaps for my server, which is also running with libcod. The way how to add maps (that's how I understood)...
    2 replies | 130 view(s)
  • Salem75's Avatar
    7th May 2018, 17:47
    Salem75 replied to a thread Cod2 Pickup map- entity in Scripting
    Good job ! Thanks for your helping brother .
    11 replies | 530 view(s)
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