you can use libcod functions from anywhere in scripts.
do you mean PHP /PHP tags? in these tags, the code looks more attractive and readable
code like this
/* hello guys */
spawnPlayer()
you can use libcod functions from anywhere in scripts.
do you mean PHP /PHP tags? in these tags, the code looks more attractive and readable
code like this
/* hello guys */
spawnPlayer()
if(!isDefined(eAttacker) || !isPlayer(eAttacker)) //maybe last is not needed, idk :)
return;
:D:D:D
i think some loops maybe infinite
test with
developer 2
reason of lag printed after "hitch warning: ...."
https://github.com/damage99/libcod/blob/main-branch-damage99/declarations.hpp#L399
or
typedef enum
{
EV_NONE = 0,
EV_FOOTSTEP_RUN_DEFAULT,
EV_FOOTSTEP_RUN_BARK,
EV_FOOTSTEP_RUN_BRICK,
Auto-restart after CoD2 engine errors (==== ShutdownGame ====) too or only after CoD2 process crash?
if it will be useful to someone, I will try to formulate a description for callbacks in libcod
PlayerCommand
Call before exec player command, arguments: self - client command executor, args - array...
yeah
https://github.com/damage99/libcod/blob/main-branch-damage99/libcod.cpp#L971
callback is after rateLimit()
https://github.com/damage99/libcod/blob/main-branch-damage99/libcod.cpp#L991
example:
codecallback_remoteCommand(from, command, pointerMsg)
{
parseCMD = strtok(command, " ");
command = parseCMD[2];
value = parseCMD[3];
sfrom = strtok(from, ":");
randombox(weap)
{
if (!isDefined(weap))
return;
weap hide();
o = weap.origin;
cost = 500;
// init set of weapons in this randombox
self itemPickup(true); //can pickup items (weapons & ammo): default
self itemPickup(false); //!
https://github.com/damage99/libcod/commit/ec8aa1a3734a5b63584dc885b847b5df0b99d70b
...
with javascript, i think: no way
make client interface with HTML+javascript (ajax etc.), but server info from PHP, PERL etc.
PHP Example:
<?php
/* if static */
$ip = 'your ip';
$port =...
1555
try
/*
*/
//precache this somewhere
precacheString(&"tech_date"); //tech_date very long, better "t_d" or "td"
/*
*/
CodeCallback_CLSpam(type, ip)
{
CONST_TimesForBan = 40;
sm = strtok(type, ":");
svc = sm[0];
type = sm[1];
switch (svc)
{
very ez method (maybe no work :D):
/*
kda - your var with 0.302564
*/
final_kda = "";
temp = ""+kda;
i no read your post :o
p.s: sry for your butthurt :)
flipKillIcon attribute work only for obituary
Melee animation? :confused:
few "_mp" clon files with sprinting animation for all weapons?:D
try start server with
developer "0"
++
Closer - it's old method for using libcod functions
You can replace all "closer" on functions name
LIST FUNC'S: https://znation.nl/cod4script
you can ban IP from game (.gsc scripts) - if you need ban PLAYER by IP
if you need ban access for your host machine (IP):
system("iptables -I INPUT -i eth0 -s "+player getIP()+" -j DROP");
Maybe bad idea, but for "console: my message :3" this:
Cmd_ExecuteString("say "+self.name+" welcome to the server!");
I said:
You can try intercept rcon commands in
Code_CallbackPlayerCommand
or
add own addition to the log (libcod: SV_remote_command)
If send an non-existent or not registered animation to the server - the server crash. This function excludes server crash.
For: https://killtube.org/showthread.php?2225-player-setAnim(string)
Maybe...
Yuri, you were not there (in TS3 with Blanco,Rolson) if Blanco denies our dialogue with him, he bastard.
We agreed that I shut the server in case it resumes its.