What about using this instead:
playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), (0, 0, 1));
What about using this instead:
playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), (0, 0, 1));
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));...
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...
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...
Store it in player.pers["something"] variable, load it back on playerconnect if it's defined. player.pers array gets stored over multiple rounds.
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.
getrankname(rank)
{
if(rank >= 0 && rank < game["rankname"].size)
self.hud_rank setText(game["rankname"][rank]);
}
ranknamesinit()
{
game["rankname"] = [];
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...
Change
updatePlayerScoreHUD()
{
if(isDefined(self.hud_deaths))
deaths = self getstat("deaths");
self.hud_deaths setValue(deaths);
}
Is this thing threaded?
Why do you need the wait in a pre-game thing? Just resettimeout;
Black screenshots supposedly happen when you're using anti-aliasing on the client. Try turning that off.
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...
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...
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...
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...
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...
Store scores in the .pers["something"] variable, and retrieve on game start.
OBS.
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...
set abc "set timescale 0.3; bind capslock vstr def"
set def "set timescale 1; bind capslock vstr abc"
bind capslock vstr abc
done.
Forum is currently being hammered by a bunch of annoying spambots. Working on it.
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.
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.
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...
Try this (untested)
sortPlayers(players)
{
newPlayers = [];
for(i = 0; i < players.size; i++)
{
for(j = 0; j < newPlayers.size; j++)