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  1. Replies
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    Just add a check there, or a callback upon firing...

    Just add a check there, or a callback upon firing a nade to disappear when the person that threw the nade goes spec.
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    1,980

    Throwing a grenade and join the spectator, for...

    Throwing a grenade and join the spectator, for example. You can repeat this and see if it causes an error
  3. Small update: If you get the "PuTTy key format...

    Small update: If you get the "PuTTy key format too new" error trying to log in with winscp, you have to save your key in the older key file format in puttygen.

    Before saving your private key, go...
  4. [cod2] Running your own libcod server using WSL2 on windows

    Hello,

    This is a tutorial on how to run a libcod-enabled cod2 server on WSL2, on top of windows 10. This is a very quick and dirty tutorial.

    This tutorial assumes you have a working wsl2...
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    You dont get an entity using spawnstruct. Gotto...

    You dont get an entity using spawnstruct. Gotto spawn(), but you cant spawn something with a custom classname.

    As such, maybe try moving your existing spawnpoints? Also, you could just hijack the...
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    So I've been playing around with the models, so...

    So I've been playing around with the models, so far it's working, though with a few decals (detail textures that overlap with normal textures, so to speak, like dirt on walls) you can see some of...
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    Last one that I know it's still supported is 2.78

    Last one that I know it's still supported is 2.78
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    Yeah it'll be better that way, tho it's a bit of...

    Yeah it'll be better that way, tho it's a bit of a pain in the ass to do hehe. Anyways you still can use the script to get the location of the model, since what is bugging is the playfx function....
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    This is the script, basically you hold F and it...

    This is the script, basically you hold F and it will print the position and normal vectors' angles of the surface you are aiming at. Rename mp_toujane to the map you want it to be executed. You'll...
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    For that you can use the IWI_X_DDS tool by...

    For that you can use the IWI_X_DDS tool by DiegoLogic (http://www.diegologic.net/diegologic/CoD_tools/IWI%20X%20DDS.htm).

    Basically you extract the original .iwi (in images folder) from the stock...
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    That should work most of the time. Keep in...

    That should work most of the time.

    Keep in mind that if you're using a login system, do not let the player spawn until the bar() function has completed with success. If no success, re-try the...
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    Async requires in-depth knowledge of how your mod...

    Async requires in-depth knowledge of how your mod works. Basically, you want to block all future calls before the results are returned, but you do want a time-out in case the mysql server has gone...
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    Not like this, self [[level.spectator]](); is all...

    Not like this, self [[level.spectator]](); is all you need to move player to spec.


    moveplayer()
    {
    self [[level.spectator]]();
    }
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    4,613

    self [[level.spectator]]();

    self [[level.spectator]]();
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    I use something like this for my download url: ...

    I use something like this for my download url:



    <?php
    if(substr($_GET["file"], 0, strlen('/JumpersHeaven')) === '/JumpersHeaven')
    {
    if(substr($_GET["file"], 0,...
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    tl;dr: ...

    tl;dr:

    https://github.com/voron00/libcod/blob/master/libcod.cpp#L1230

    Voron's libcod deletes anything that's inside your library folder. So, dont put your mod in your library folder (nor your...
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    Please always say which version you are using,...

    Please always say which version you are using, since manymaps differs:

    https://github.com/kungfooman/libcod/blob/master/libcod.cpp#L2082...
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    Try config.hpp setting COMPILE_BOTS to 0 and...

    Try config.hpp setting COMPILE_BOTS to 0 and recompiling libcod.

    There's a hook for bot movement that gets compiled in by default, it might be messing with meatbot stuffs.
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    You can read the clientcommand callback...

    You can read the clientcommand callback documentation here: https://killtube.org/showthread.php?1201-Extension-Player-Command-Control-(includes-CHAT-Control-for-Builtin-B3!)

    Note: fixChatArgs is...
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    look if the follownext/followprev stuff shows up...

    look if the follownext/followprev stuff shows up in the clientcommand callback, if so, hijack it properly.
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    Better to just hijack the follownext/followprev...

    Better to just hijack the follownext/followprev stuff in-engine.
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    You can have a look at this from a couple of...

    You can have a look at this from a couple of years ago: https://github.com/nonsensation/CoD2-MySql-ClientCmd
    Maybe it helps abit
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    try: asyncQuery("SELECT * FROM table",...

    try:



    asyncQuery("SELECT * FROM table", ::queryRow);

    queryRow(result)
    {
    return getRows();
    }
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    getrankname(rank) { if(rank >= 0 && rank

    getrankname(rank)
    {
    if(rank >= 0 && rank < game["rankname"].size)
    self.hud_rank setText(game["rankname"][rank]);
    }


    ranknamesinit()
    {
    game["rankname"] = [];
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    Change updatePlayerScoreHUD() {...

    Change



    updatePlayerScoreHUD()
    {
    if(isDefined(self.hud_deaths))
    deaths = self getstat("deaths");
    self.hud_deaths setValue(deaths);
    }
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