Dont use brushes for your glass. Use patches.
Dont use brushes for your glass. Use patches.
I have added in my mod an if with a return when the hunter is moving to a other team. (And i also check if he killed or damaged a other player.)
Edit: see the damage/killed callback.
Edit 2:...
unclip()
{
self endon("disconnect");
self endon("killed_player");
self.obj = spawn("script_origin",self.origin, 1);
self.obj.angles = self.angles;
self...
Spawn script_model in front of the player where he is looking. Link to. Shift or F to let him move towards the script_model.
About the assist kills, wrote that script once for zombots:
on player damage:
zombie utils\assist::ASSIST_add(iDamage, eAttacker);
on player kill:
Most times it helps to take a look in tdm.gsc etc. to research how something needs to be done. ^^
Callback_PlayerConnect()
{
thread dummy();
self.statusicon =...
You don't have to create a new shader - just use the stock "white" shader and color it in your hud element:
color = ( 1, 0, 0 );
if( !isdefined( self.laserdot ) )
{
self.laserdot =...
On spawn:
self thread spawnProtection();
Somewhere in same file:
spawnProtection()
{
He is just refering to the html-element marquee as an analogy for a hud moving from right to left.
As base you could use this old ad hud script:...
He said that he could do:
name = self.name;
self setclientcvar("name", "test " + name);
#Ordi'sPersonalTranslator
xD
1. Go into your fs_game folder (e.g. zommod)
2. Create folder "maps"
3. Go in "maps", now create folder "mp". Now you have the folder-structure: fs_game/maps/mp or e.g. zommod/maps/mp
4. Put all...
Instead of:
self setclientcvar("name", "test "+ name);
use:
self setclientcvar("name", "test " + self.name);
Make 2 brushes that will be the doors you want to open.
Make 2 brushes with 'origin' tool texture that will be the ''axis'' where the door will rotate on.
664
Make each door...