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  1. Replies
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    2-nd Step. First of all i'll try to put and...

    2-nd Step.

    First of all i'll try to put and unite codes with mod, if it turns out after will needed to edit the function (small change)


    In maps/mp/gametypes/_callbacksetup.gsc

    are added:...
  2. Replies
    56
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    318,112

    1-st Step. I've sorted out all the necessary...

    1-st Step.

    I've sorted out all the necessary files: 1469

    Structure and position of the files I leave as is, since for these files all credits for Tally

    demon/_utils.gsc...
  3. Replies
    56
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    Well, nothing was done, i want to show how i...

    Well, nothing was done, i want to show how i putting this function in details, if someone can hint it is correctly or wrong, i will be glad to any help, maybe can at least begin to understand more,...
  4. Replies
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    318,112

    Thank you, Tally

    Thank you, Tally
  5. Replies
    56
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    318,112

    I do a lot of things but manage of the code I do...

    I do a lot of things but manage of the code I do not understand. I'm trying to figure out the days, but the coding is complicated for me. Thanks to Tally for help.

    (to code the thing from scratch)...
  6. Replies
    56
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    318,112

    Please help someone to finish up, want to make to...

    Please help someone to finish up, want to make to excellent this mod
  7. Replies
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    77,051

    That's are is simple start. Just need to remove...

    That's are is simple start. Just need to remove all unnecessary codes, except Ambience effects weather and war..

    For example i delete all unnecessary lilke "#include "ui_mp/menudef.h" etc. from...
  8. Replies
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    77,051

    Somebody Help me Please, this is over my mind.. ...

    Somebody Help me Please, this is over my mind..

    I try to understand how its work, tried all the options, analyzed, looked at errors in the console.
  9. Replies
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    Everything works well for me, tested about 20...

    Everything works well for me, tested about 20 minutes at first time re-creat server, changing teams,deploy for all team, it's all fine. Can after some time something is lost.. by xmodels, but not...
  10. Replies
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    Tally if you are some time, could you look Please...

    Tally if you are some time, could you look Please at this mod 1446 + CFG (+exec for the server) I edited it 1447
    Here is sorted and works but loads a lot of unnecessary

    This is full mod from...
  11. Replies
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    77,051

    I lost countenance..I'm investigating codes for...

    I lost countenance..I'm investigating codes for deploy in _turrets.GSC. There are two names of MG42, the first is external

    mg42_mp (my renamed like mg42dpl_mp) but he has an internal name as...
  12. Replies
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    I had an idea that it was easier...(because it...

    I had an idea that it was easier...(because it will need to edit fewer files) to add mg42 like deploy, it will be of secondary weapon in pistols menu. I thought about how this would be reflected in...
  13. Replies
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    165,414

    It's impossible cool !! :) The game has become...

    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...
  14. Replies
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    165,414

    I'll go to try find icon_bullet in some gsc's ...

    I'll go to try find icon_bullet in some gsc's

    ok...
  15. Replies
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    77,051

    nothing succeeded, tried to add scripts to the...

    nothing succeeded, tried to add scripts to the server part like mg24scripts.cfg, but they did not even start with game, it is necessary to analyze where everything should be coded...

    this is...
  16. Replies
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    Maybe needed this files from AdmiralMOD because I...

    Maybe needed this files from AdmiralMOD because I did not find them in awe_cod2_v3.4.2_ They both have similar functions

    1417



    And that's all probably, now it need to somehow add this...
  17. Replies
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    in _util.cfg: } isWeaponType(type,weapon)...

    in _util.cfg:

    }

    isWeaponType(type,weapon)
    {
    weapon = tolower (weapon);

    temp = false;
    switch(type)
  18. Replies
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    _turrets.cfg: 1416

    _turrets.cfg: 1416
  19. Replies
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    In _teams.gsc: // Workaround for the 127 bones...

    In _teams.gsc:

    // Workaround for the 127 bones error with mobile turrets
    if (awe\_util::cvardef ("scr_allow_30cal", 1, 0, 1, "int") || awe\_util::cvardef ("scr_allow_mg42", 1, 0, 1, "int") ||...
  20. Replies
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    In _global.gsc //////////////////// //...

    In _global.gsc

    ////////////////////
    // Initialization //
    ////////////////////

    // Do various startup things
    init()
    {
    // Kill any global threads that are running
  21. Replies
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    In _dmgmod.gsc: init() { // Damage...

    In _dmgmod.gsc:

    init()
    {
    // Damage modifiers

    // Turrets
    /*
    level.awe_dmgmod["mg42_bipod_duck_mp"] = awe\_util::cvardef("awe_dmgmod_mg42_bipod_duck_mp",100,0,9999,"float")*0.01;...
  22. Replies
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    77,051

    In...

    In zzz_allcustom_v1a.iwd\maps\mp\gametypes\_mapentity.gsc

    I found this script but i dont know what is do it

    ////Worm's REmove MG42 script////
    Remove_Map_Entity()
    {...
  23. Replies
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    In awe_cod2_v3.4.2 (here are the script for plug...

    In awe_cod2_v3.4.2 (here are the script for plug (installation of MG42)

    awe.cfg:

    ////////////////////
    // Turret options //
    ////////////////////

    // Disable all fixed MG42s in the map (0 =...
  24. Replies
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    ...i go searching the scripts in AWE mod

    ...i go searching the scripts in AWE mod
  25. Replies
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    In awe_cod2_v3.4.2 cut images/hud_mg42.iwi...

    In awe_cod2_v3.4.2 cut

    images/hud_mg42.iwi
    materials/weapon_mg42
    weapons/mpmg42_mp - This file not include in weapons folder on All Custom Weapons (v1a) So MG42 is loaded from another...
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