Got Error.
Now I'll look for how to copy an error from the console
Printable View
Got Error.
Now I'll look for how to copy an error from the console
I do not understand the programming, I read and something can be done sometimes not.
I'm going to sit still half a day with this flags )
omg, ok i will be reading the codes again
I'am just happy Tally have a found a problem, because it's was hard to explain in English, ok, i will continue to work
Error
Spoiler:
This is console script without the last editing, with this works
Spoiler:
I change and add new function waittoDie() too. I do not know what happend. I find difference, maybe at the end of code someting wrong...
}
if( self.health - iDamage <= 0 )
self finishPlayerDamage( eAttacker, eAttacker, 5, iDFlags, sMeansOfDeath, sWeapon, (self.origin + (0,0,-300)), vDir, sHitLoc,psOffsetTime );
else
self.health = self.health -iDamage;
if( isAlive( self ) )
{
if( isDefined( self.gassed ) )
return;
self.gassed = undefined;
}
}
In new code:
if( isAlive( self ) )
self thread waittoDie();
And what do it with that:
{
if( isDefined( self.gassed ) )
return;
self.gassed = undefined;
}
tried to change places, because have new code, and this one or not needed or need to place it correctly. I was confused in this
waittoDie()
{
self endon( "disconnect" );
self waittill( "killed_player" );
self.gassed = undefined;
self.puked = undefined;
self.scr = undefined;
}
Or let's leave it as it is...I'm not gonna figure it out anymore. I'm sure with two other wav files will be better and more emotionally but do not get'it
Tally, everything is working! now, thank you very much for your work, i really appreciate your help, thank you! now i have a complete set of different grenades for teams.
By this method, can cut artillery strike from this mod ? artillery strike i have not seen separately (stand-alone version) I will try..
An artillery strike mod is fairly simple. I'll do a stand-alone one later and add a download for you.
EDIT -
It has just occurred to me - how do you want the artillery to start and to who do you want it given? Most of the older artillery mods had a rank system, and when they get to the right rank, they get artillery strikes. But lately, everyone starts them with a killstrike. So, which do you want - killstrike or rank?
Thank you!
I wanted to do something more difficult today, or not difficult but looking for who. But this is an initially important upgrade. I wanted to add a new function to the one weapon. I will create a new topic for this, it will be interesting for all i think, if can help understand, I'll be very grateful to you, and i already feel that I am very much obliged to help...
Like in this mod, after every 1:30 (min:sec) without ranks for all teams.
I think with ranks it's for professionals gamers. And novices will be always outsiders..
The Ranks are fashionable to boast at the end of the game, I think (just for cool) I have ranks mod, found and Hardly combine it..
...'who do you want it given'
I wont to add to casual (origial) COD2 for Multiplayer DM & TDM
I have to go out on business unexpectedly, but I will get to it once I get back this evening (It is currently 2.30 pm here in the UK).
ok, have a nice day and business! I just started watching another mod
Okay, here it is. Sorry it's late but I've been busy.
See the attachment.
Again, as before, I've used TDM gametype to start it all off. Just look for //--- Artillery ---// in the code and that will be where I've added things.
This is for Bots ? or for TDM without and TDM with Bots.
But does not work not with bots and without in original COD2
I look through binoculars after 1:30 And press the USE button and nothing happens..
And there is no timer "1:30" in the right side. Screen:Spoiler:
This is screen from Merciless not from my 'original' COD2,
It's a standalone artillery mod using TDM gametype as the file to start the _artillery.gsc functions. Which is what you asked for. I had to put in my bot mod because it is impossible to test it without them. But you can just remove it.Quote:
This is for Bots ? or for TDM without and TDM with Bots.
I did not use your merciless mod. I made a stand-alone artillery mod I wrote about 10 years ago. My version does not use a timer. Hence, why you don't see one.Quote:
And there is no timer "1:30" in the right side.
In my version of artillery, you get it only when you get the required amount of kills (default = 3). Then, you get notified that you can use your binoculars to target the enemy. At the top of _artillery.gsc is the default number of kills, which is set to 3. If you want that higher or lower, then edit the number as required.
You cannot have every player getting artillery by default when they spawn. The map will just be constant artillery fire all the time. It is much better having it as a killstreak. That way, you stagger the number of times artillery is going to go off on the server.
EDIT -
LOL I just looked at the code used in the merciless mod. It is mine, and they give me credit at the top. That was nice!
I trigger my artillery via a killstreak, whereas the merciless mod has it for all engineers all the time. Endless triggering of artillery. They can fire it over and over again, without limits. I do not think that is a good design. In fact it is shockingly bad in design. No thought for server balance.
it's very a pity, I was hoping that you will be able to cut with timer. I create a server for beginners for use all possibilities for fun. When i played 'Merciless' I looked constantly for a timer to get artillery and this expectation was pleasant to me, i feel that soon I'll be lucky. The timer gives a lot of interest and the
every 1:30 possibility of using artillery makes the server fun and not tense for collecting the kills (frags).
I've attached an edited version of the merciless _artillery.gsc file, which will give every player artillery on spawn. All I did is remove the class system, so every player can have artillery.Quote:
Originally Posted by G-Stuff002
Just replace the _artillery.gsc file I gave you earlier.
Tally, super!! it's worked! Thank you!!
First I got an error, l look'ed in console.. fixed
I add _mc2/_artillery.gsc (folder/file) to zz_artillery.iwd And Timer was worked!! became visible
And i add materials/gfx/icons/hud@artillery and hud@icon_bullet - icons are not visible, can you fix ? someting in scripts..
screen:Spoiler:
It's almost complete: Attachment 1425 Without bullet icon
You had a lot of materials files without the IWI files to go with them. Hence, why you were getting errors. I've removed all of the unwanted materials files, and just left you the bullet one.
Anyway, download the new version. I moved _artillery.gsc out of the _MC2 folder and into maps\mp\gametypes.
I'll go to try find icon_bullet in some gsc's
ok...
I thought they would not interfere, so they did not delete. In first run i not have _artillery.gsc in zz_artillery.iwd and i got an error can not load.. without this file and i added him.
icon_bullet visible in new_artillery.zip ) !! Wow Coo!! Thank You Tally
Yes, exactly! i see only the explosions at the bottom on the ground. And there is no binocular hint. Maybe it need added some fx textures..
It's impossible cool !! :) The game has become much more interesting, when the falling shells became visible immediately began to think about sprint mod ) to escape from shells. Finally something new appeared in MP game
Thank you very much !!! I owe you
I have a question to mustardgas
How can I set the gas grenade damage to a higher level. I want the gas grenade if it explodes on the player he is dead immediately. Since it is too weak now, he runs away and does not die.
Which setting do I have to change?
thx