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  1. Replies
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    I played around abit, and spawned the FX on a...

    I played around abit, and spawned the FX on a tag, but it seems it is the FX, it won't change its upward angle


    init()
    {
    level thread MonitorPlayer();

    level._effect[ "dog" ] = loadfx(...
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    522

    yeah it's definitely a bit weird. I spawn them...

    yeah it's definitely a bit weird. I spawn them placing script_origins in radiant with a specific rotation per each one, thus their forward vector is (aprox. for other surfaces) the normal vector to...
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    Yeah, I remember that something about placing...

    Yeah, I remember that something about placing such effects was weird in CoD2..
    Do you spawn them with a bullettrace()? How do they behave on non axis aligned surfaces?
    Maybe changing the type of...
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    522

    I tried it but with same result it's like the...

    I tried it but with same result

    it's like the fx is played correctly only in the YZ plane and that the playloopedfx function ignores the last parameter for the up vector, because it should work if...
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    522

    What about using this instead: ...

    What about using this instead:


    playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), (0, 0, 1));
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    522

    I think I kind of remember now. It was done as...

    I think I kind of remember now.
    It was done as an effect, not as a texture, so placing and scaling can be abit tricky.
    Lookup how smoke or fire effects are done, they use an 'atlas'-texture,...
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    522

    You can play .roq files, like the CoD2 intro...

    You can play .roq files, like the CoD2 intro sequence when you first start the game, but only fullscreen.

    You can use atlas-textures to play 'videos' or more gifs.
    However you have to export...
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    522

    .roq videos as textures

    Hi all :)

    Would it be possible to use .roq videos as Radiant textures? Kind of like the water texture, but instead of deforming the texture, somehow play a video on it. I've been searching and...
  9. Thread: rcon extension

    by Mitch
    Replies
    3
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    311

    In your first example out_printf is missing a...

    In your first example out_printf is missing a parameter.



    out_printf(address, message);
    out_printf("1.2.3.4:55555", "test");
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    rcon extension

    in addition to: https://killtube.org/showthread.php?3153-callback-RCON&highlight=rcon

    Added function https://github.com/damage99/libcod/commit/484ef3e4d6dee6d397eb404900afbab450c04bbe:

    ...
  11. 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...
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    6,972

    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...
  13. Replies
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    6,972

    You can try storing money in global variables, I...

    You can try storing money in global variables, I don’t know how good this idea is :)


    getID()
    {
    return self getEntityNumber();
    }

    onPlayerConnect()
    {
  14. Replies
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    6,972

    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.
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    245

    If you are sure and checked everything, then most...

    If you are sure and checked everything, then most likely the case "finishPlayerDamage".

    I looked at the code in the decompile version, it is very similar if I do not confuse something with the...
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    245

    Damage through Teammate/Enemy

    Hey,

    we just had a discussion about a possible cheater, he shot THROUGH a TEAMMATE and killed a guy behind.
    As far as I can remember, you can shoot through an ENEMY and damage/kill two or more...
  17. Replies
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    15,397

    You can have a look at this from a couple of...

    You can have a look at this from a couple of years ago: https://github.com/nonsensation/CoD2-MySql-ClientCmd
    Maybe it helps abit
  18. Replies
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    15,397

    After some trial and error i came up with this: ...

    After some trial and error i came up with this:

    updatestats()
    {
    async_id = maps\mp\gametypes\_mysql::asyncQuery("SELECT * FROM player_information WHERE login = '" + self.izno["login"] +...
  19. Replies
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    15,397

    I tested the mysql functions on my server....

    I tested the mysql functions on my server. Although it loads and saves the data fine and showing properly on the custom hud it really starts to lag the game if there are more than 10 players.
    The...
  20. Replies
    62
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    15,397

    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.
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    458

    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;
  22. Replies
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    Up! Optimized Docker layers; Extended...

    Up!

    Optimized Docker layers;
    Extended healthcheck retries (CaptainSlow had some errors with false-positive healthchecks on map-restart);
    Updated libcod version to latest;
    Uploaded all version...
  23. It's C++ code, so in theory, it should compile on...

    It's C++ code, so in theory, it should compile on Linux. I had a go at it last weekend, but it doesn't fully work yet.

    Below is what I did so far:
    - I spun up a Virtual Machine in Oracle...
  24. Here are some screenshots for the output of COD2...

    Here are some screenshots for the output of COD2 :)

    1611

    1612

    1613

    1614
  25. Can you give an example of the output for cod2?

    Can you give an example of the output for cod2?
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