This post will (hopefully) cover everything you need to get my translation engine working (Note: this thing does NOT do the actual translation, which still has to be done by hand).
First off, you...
This post will (hopefully) cover everything you need to get my translation engine working (Note: this thing does NOT do the actual translation, which still has to be done by hand).
First off, you...
I just uploaded the 1.0 and 1.2 version.
http://znation.nl/libcod/
Was developer on?
You can now download the working version: http://znation.nl/libcod/libcod2_1_3.so (only tested with rcon status)
bot renamebot("NEW NAME");
...
I got currently this. I haven't tested or compiled it yet.
void gsc_player_renamebot(int id) {
char * key;
if ( ! stackGetParams("s", &key)) {
printf("scriptengine> ERROR:...
I made some progress to rename them. (1.3)
sub_80B85CE(&dest, (unsigned int)"challenge", v6);
if ( (unsigned __int8)sub_80B2FAA("fs_restrict") )
{
v7 = (unsigned int)sub_80B8108(&dest,...
When i got time i will start with 'isbot' function for libcod. After that works i will start on 'renamebot'.
1.3
int __cdecl sub_808C316(int a1, char *dest, int a3)
{
int v3; // ST14_4@5...
Made finally a git repo out of it: https://github.com/kungfooman/manymaps
It's quite complex, a php script which is calling also zip, luajit and python, which are calling Windows tools with wine...
Put the bind in a config file; execute the config file on the player when they are either in a team for the first time (it wont work onPlayerConnect), or when they spawn. Put the config file either...
maybe something like this
player setClientCvar( "tmp" , "your;string;here;" );
player execClientCommand( "vstr tmp" );
a1 is like he said the entity number. The parameters you use are stored in the stack of cod script. They get retrieved by Script_GetString(0). (different function in libcod)
For changing bot names;
void PlayerCmd_renamebot(int a1) {
char* key = Script_GetString(0);
char userinfo[MAX_STRING_CHARS];
getuserinfo(a1, userinfo, sizeof(userinfo));
It will do that for any spawned entity - there is obviously a limit to the number of such entities you can spawn.
Solution: every time you kick a bot, also remove it from all spawn arrays in...
ye well, dont put them in an array and you'll be fine.
http://cod1.eu/screenshots/bots_name.png
names = [];
names[names.size] = "Rob";
names[names.size] = "Richard";
names[names.size] = "Jim";
names[names.size] = "IzNoGoD";...
Ok, merged all stuff: https://github.com/kungfooman/libcod/commit/94ace0750cd7d516ffa7a94aaf2e49446ff4eac9
Download: http://killtube.org/downloads/libcod/2014_05_22/
Usage:
[20:07]...
For people interested, use the stock function SV_DropClient then after that set the client's state to CS_FREE, that's all folks.
http://www.xfire.com/video/625d3f
Coming soon to a libcod installation near you
These are some cvars that might help to debug this problem:
g_debugBullets
g_debugDamage
g_debugLocDamage
disableglobalplayercollision() has changed in the last 2 months thanks to php, who fixed a lot of it. It now does NOT reset the contents of a player at the end of a frame. Just setcontents(256) a...
So you simply can do it by calling an function stringToFloat(str)
more info at: http://znation.nl/cod4script/
If you haven't got libcod, you may try this:
strToFloat(str)
{
setCvar("temp",str);
return GetCvarFloat("temp");
}
Maybe set spectateclient to undefined or something in the next frame, i dunno, never really messed with spectating
Ok, that wasnt "today". Here is script anyway:
preventbotspec()
{
while(true)
{
if(isdefined(self.pers["team"]) && self.pers["team"] == "spectator")
{
cl = self...
You could try to monitor the attack button and cycle this way through all players and set these variables:
spectator.spectatorclient = player getEntityNumber();
spectator.psoffsettime = 0;...