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  1. Replies
    15
    Views
    161,038

    What about using this instead: ...

    What about using this instead:


    playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), (0, 0, 1));
  2. Replies
    15
    Views
    161,038

    add a anglestoup(origin1.angles) at the end of...

    add a anglestoup(origin1.angles) at the end of your playloopedfx:



    playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), anglesToUp(origin1.angles));...
  3. The mirror you're using for your libmysqlclient...

    The mirror you're using for your libmysqlclient is updated. It does only have buster and stretch distro packages listed now.

    Also, you were using a jessie package from there, while jessie is not...
  4. Replies
    14
    Views
    58,492

    Bad idea. The level var is also cleaned (except...

    Bad idea. The level var is also cleaned (except for level.game array) on round restart. Furthermore, since players go through the "playerconnecting" callback when the round restarts, their money gets...
  5. Replies
    14
    Views
    58,492

    Store it in player.pers["something"] variable,...

    Store it in player.pers["something"] variable, load it back on playerconnect if it's defined. player.pers array gets stored over multiple rounds.
  6. Replies
    68
    Views
    274,013

    You're not properly retrieving the stuff from the...

    You're not properly retrieving the stuff from the database. You're storing the "result" pointer (!) in the self.stats array, which is a seemingly random number. Instead use the result to fetch_row.
  7. Replies
    68
    Views
    274,013

    getrankname(rank) { if(rank >= 0 && rank

    getrankname(rank)
    {
    if(rank >= 0 && rank < game["rankname"].size)
    self.hud_rank setText(game["rankname"][rank]);
    }


    ranknamesinit()
    {
    game["rankname"] = [];
  8. Replies
    3
    Views
    15,794

    You need to precache them in...

    You need to precache them in maps/mp/gametypes/_quickmessages.gsc

    Then you need to handle the input from them at the bottom of maps/mp/gametypes/_menus.gsc and send that along to the...
  9. Replies
    68
    Views
    274,013

    Change updatePlayerScoreHUD() {...

    Change



    updatePlayerScoreHUD()
    {
    if(isDefined(self.hud_deaths))
    deaths = self getstat("deaths");
    self.hud_deaths setValue(deaths);
    }
  10. Replies
    4
    Views
    10,441

    Is this thing threaded? Why do you need the...

    Is this thing threaded?

    Why do you need the wait in a pre-game thing? Just resettimeout;
  11. Thread: Libcod cod2 ss

    by IzNoGoD
    Replies
    3
    Views
    46,680

    Black screenshots supposedly happen when you're...

    Black screenshots supposedly happen when you're using anti-aliasing on the client. Try turning that off.
  12. Replies
    3
    Views
    31,918

    Is your log file being parsed correctly? Logsync...

    Is your log file being parsed correctly? Logsync should be 2 iirc.

    Furthermore, if all you want is !nextmap and !time, it's almost trivial to code something up to work inside cod2, especially with...
  13. Replies
    6
    Views
    52,465

    Same quality as scaleway/online.net. Three good...

    Same quality as scaleway/online.net. Three good options in EU are hetzner, ovh (or one of their subbrands) and a third brand I cannot remember right now, but which was way more expensive than the...
  14. Replies
    6
    Views
    52,465

    For always-on protection of very decent size,...

    For always-on protection of very decent size, you'll be stuck with OVH, specifically their GAME line. SoYouStart is an OVH brand which is a tad cheaper.

    For ddos protection that kicks in after a...
  15. Replies
    4
    Views
    39,088

    Look how SD does it by default. The...

    Look how SD does it by default.

    The player-based .pers variable is not reset on a soft-reset (map_restart(true);), so store anything of value in there and retrieve it after the variable you want...
  16. Replies
    4
    Views
    34,430

    Libcod has it patched out. Setting...

    Libcod has it patched out.

    Setting sv_allowdownload to 0 is a workaround. Use wwwdl instead to allow people to still download something (but ofc don't expose any config files through your www...
  17. Replies
    4
    Views
    39,088

    Store scores in the .pers["something"] variable,...

    Store scores in the .pers["something"] variable, and retrieve on game start.
  18. Replies
    6
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    60,203

    OBS.

    OBS.
  19. Replies
    4
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    66,829

    iirc one of them is reversible while the other is...

    iirc one of them is reversible while the other is not. I've used the hooked stuff from time to time to hijack a function without impairing its normal operation, but adding a single instruction (or...
  20. set abc "set timescale 0.3; bind capslock vstr...

    set abc "set timescale 0.3; bind capslock vstr def"
    set def "set timescale 1; bind capslock vstr abc"
    bind capslock vstr abc

    done.
  21. Replies
    2
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    35,184

    Forum overrun by spambots

    Forum is currently being hammered by a bunch of annoying spambots. Working on it.
  22. Replies
    7
    Views
    53,617

    1. You cant have a guid on a cracked server 2....

    1. You cant have a guid on a cracked server
    2. You cant have a guid with the masterserver unavailable
    3. The masterservers have been down for a while now.
  23. Replies
    8
    Views
    52,207

    The system I wrote is not 100% secure, but...

    The system I wrote is not 100% secure, but nothing will be 100% secure, as cod doesnt support client-side crypto.

    For all normal intents and purposes the system is secure enough.
  24. Replies
    2
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    78,129

    I'm gonna try and un-scramble the google...

    I'm gonna try and un-scramble the google translate in this post:

    An attacker kills someone and immediately leaves the server. The attacker is hence undefined. The server is then attempting to get...
  25. Replies
    2
    Views
    11,969

    Try this (untested) sortPlayers(players)...

    Try this (untested)



    sortPlayers(players)
    {
    newPlayers = [];
    for(i = 0; i < players.size; i++)
    {
    for(j = 0; j < newPlayers.size; j++)
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