Cmds like map_restart are static and can only be added through engine itself.
But you can edit libcod and add your own cmds there by using Cmd_AddCommand
...
Cmds like map_restart are static and can only be added through engine itself.
But you can edit libcod and add your own cmds there by using Cmd_AddCommand
...
Not like this, self [[level.spectator]](); is all you need to move player to spec.
moveplayer()
{
self [[level.spectator]]();
}
self [[level.spectator]]();
https://github.com/voron00/libcod/commit/06837e16e8cbf00f4f2aff2b596986159d835c75
Added this into libcod, just call setAnim on player corpse now.
BratokHR found an interesting way to change an animation of a player clone:
clone_addModel( origin, angles, indexModel )
{
level.g_cloneplayer endon( "disconnect" );
level.g_cloneplayer...
yeah its some sort of engine bug, the only solution i could find is to switch team for a player, then trigger starts to work fine again.
If you mean setWaypoint() function for a HUD-element then the limit is 32: https://github.com/voron00/libcod/blob/master/declarations.hpp#L883
An .archived=true field makes HUD-element to be...
Check sv_master1...2..3..4..5 cvars. Make sure sv_master0 is set to cod2master.activision.com. Also don't use a modded binary with llibcod, libcod already has all necessary patches in it (va,...
If i remember correctly, some offsets for cod4 in libcod are incorrect, at least i had to correct playercommand offset the last time i tried it.
Why not use cod4x? I think it does have a mysql...
I didn't say it's better than OBS, just a easy way to quickly record something when needed.
GetEntByNum() is one of those functions with a developer flag, they only work in a /# ... #/ comments like:
/#
entity = clientNumToEntity( int(result[0]));
if(result[1]=="OK"){
...
dosomething_result_async(result)
{
//level notify("stop_async");
entity = clientNumToEntity( int(result[0]));
if(result[1]=="OK"){
entity iprintln("OK");
}
else{
...
Your best option is to create a login system and store whatever data you want to associate with login in mysql/sqlite databases....
It's possible, however with a little trick that code allows to get player's cd-key and proably shouldn't be posted here.
Renaming trick no longer works for me in 1903 version :rip:
You can run some events on a player with G_AddPredictableEvent like stance, shoot, melee etc. but for other than that you have to use clientcmd menu:...
Yep it crashes since win10 1703 update.
A 'reversed' movegravity function in case anyone wants to 'mess around with' in libcod:
void gsc_entity_movegravity(scr_entref_t id)
{
vec3_t dir;
float time;
if ( !...
Just a heads up to anyone running cod2 server on arch linux, they just removed lib32-libstdc++5 from official packages and the one in AUR doesn't even build so just get prebuilt one from archlinux32...
Fixed a crash that was apparently caused by sqlite3_column_text could return null in some rare cases. I guess this stuff should be fully stable now.
That stuff is long gone and has been moved to cvars:
g_playerCollision "0"
g_playerEject "0"
There are no issues with that in the current setup, just fireWeapon(false) on endframe always means the button is released.
I already got most of the weapon offsets mounts ago:...
The changes seems stable to me, pushed to master.
Pushed some experimental stuff to dev branch, might wanna test. Basicly rewrote everything for structures, added custom bot usermove stuff, bots are not lagging anymore, etc, some fixes are still...
functions.hpp
typedef void (*G_LogPrintf_t)(const char *fmt, ...);
#if COD_VERSION == COD2_1_0
static const G_LogPrintf_t G_LogPrintf = (G_LogPrintf_t)0x08107502;
#elif COD_VERSION ==...