try
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
self endon("disconnect");
...
try
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
self endon("disconnect");
...
my code is resistant to this if you have properly organized code (default, standard from .iwd) and use "thread"
try set self.flagAttached = false by default
p.s: and try fix some by self, if...
self.flagAttacher
this flag saw player has flag or no, add it in checkLoop()
/* ... */
while (1)
{
if (isAlive(self) && !self.flagAttached && (team == "allies" || team...
add in checkLoop()
/* ... */
//ALL "CAMP_SECS_*" vars must be multiples of "waitTime" (4 / 0.1 & 6 / 0.1 == true => good)
CAMP_RADIUS = level.campradius;
CAMP_SECS_WARN =...
:D
self thread scriptfolder/_camper::checkLoop();
try
teleport()
{
level endon("boot");
level endon("round_ended");
setcvar("teleport", "");
while(1)
Script is really very boring, but besides, there are a lot of nuances to consider.
Try something like this
/* start this (self ...();) when play connected on server */
onPlayerConnect()
{...
a lot of nuances, mode and so on, how people choose weapons, once or each (as an example).
default _weapons.gsc:
restrictWeaponByServerCvars(response)
{
SNIPER_LIMIT = 1;
if...
libcod:
//server start:
{
setCvar("scr_gchat", "1"); //chat enabled default
}
codecallback_playercommand(args)
{
maybe I'm wrong, but still need to describe hidePlayer() function, I did it like this
hidePlayer(model)
{
self.hidden = model;
self setModel(model);
}
and add some code to the function...
1. attach playing sound on other event
2. test other sounds
3. try self playSound() before it's be working
1. try search code from .gsc like:
/* ... */
self waittill("menuresponse", menu, response);
if (menu == "objects1")
self setmodel(response);
onPlayerSpawned() //function when player spawned
{
/* ... */
self.isSprint = false;
self setclientcvar("g_speed", "190"); //libcod: self setg_speed(190);
/* ... */
}
really, download released mod, test, check, look script (how work)
exists few methods for make "player sprint", but before talk about it you need understand some
...
if you using libcod:
/* your callback script (callbacksetup) */
CodeCallback_UserInfoChanged(num)
{
name = self get_userinfo("name");
if (self.name != name && !self isBot())
{...
There is not much code, you can describe it as your own function (translate pseudocode in C/C++)
You can analyze the function in which this section is located, it is possible to call the upper...
example on default gametype scripts.
new lines marked like suffix "//+new"
sd.gsc
Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime,...
need see
maps\mp\gametypes\_mysql::asyncQuery
bcs
processKickIp(rows, args)
in addition to: https://killtube.org/showthread.php?3153-callback-RCON&highlight=rcon
Added function https://github.com/damage99/libcod/commit/484ef3e4d6dee6d397eb404900afbab450c04bbe:
...
You can try storing money in global variables, I don’t know how good this idea is :)
getID()
{
return self getEntityNumber();
}
onPlayerConnect()
{
If you are sure and checked everything, then most likely the case "finishPlayerDamage".
I looked at the code in the decompile version, it is very similar if I do not confuse something with the...
What game?
Server with libcod?
What libcod version if exist?
if libcod from voron, check sv_noauthorize (set to "0" if are "1")
The frequency of posting on the forum has reached a minimum :(
Maybe expand the specialization of the forum?
maybe I misunderstood you, but ..
execute_aCD()
{
exec_async_checkdone();
}
aExecute_getID()
use:
developer 2
put in server-config
P.S: