I just happened to watch the Battalion stream on Twitch where they talked about the game and answered to the community's questions about it.
So, just a few things
They will definitely support the...
Type: Posts; User: Peterlankton
I just happened to watch the Battalion stream on Twitch where they talked about the game and answered to the community's questions about it.
So, just a few things
They will definitely support the...
Well, I don't really get your problem. You created tag_flash and you got tag_flash... So I can only assume what you really need.
I guess viewmodel weapons are usually not 'rigid' but rather of type...
Why not just check in your code if(items == 10 && players == 3) and then set a boolean which you check in the itemDef.
Some like:
if(items == 10 && players == 3)
{
player...
Try it out. The radius depends on how wide you want the trigger to be and the height on how high you want it to be.
Using viewpos does not always give you the right coordinates. I can't tell you why that is, but it troubled me in the past as well.
Anyways, this should do the trick.
level.killtriggers[0]...
First create a new hud element for the "Round restart: " part.
level.roundhud = newHudElem();
Then set the text, positition it, etc.
Afterwards create another hud, but instead of setting a...
Making it short.
player.statusicon = rankicon; //this makes the rankicon show up in the scoreboard
player.headicon = rankicon; //changes the headicon
That's how you do it.
Here's some older thread of mine where I asked the exact same thing. Maybe it helps. But actually is the same content iCore already stated....
Remove
if(level.timelimit > 0)
{
if(!isDefined(level.clock))
{
level.clock = newHudElem();
level.clock.horzAlign = "left";
level.clock.vertAlign = "top";
I will take the tdm.gsc as an example.
As I know you can simply change something in that file. Just search for this line
thread maps\mp\gametypes\_hud_teamscore::init();
and change it to
...
Set 'cg_draw2d' to '0'
I think nobody on earth is interested in downloading any files with 12kb/s. So don't worry about that.
Maybe I am wrong on this, but I think the q3dirtrav was not fixed by IW in CoD4. So it's basically possible to download any file from the main folder of the server and from the fs_game folder as...
Client-side. I tried editing stats in the past. Worked for like every mod-server. It's not like a simple .txt document which you can add manually. It's a .dat file I guess.
Yup, that actually should work.
Though I would recommend using it like this.
self maps\mp\gametypes\_persistence::statSet("kills", 0);
kills = self...
Actually I've never met a CoD4 scripter who used openfile() etc. They used getStat() and setStat() if they wanted to save any data.
Either do what IzNoGod said or try it my way.
I've got no time for that. Hopefully someone else can help you, buddy.
I don't know if anyone has a better solution, but I would recommend you to add an itemDef to the hud.menu which checks the clients dvars. dvartest. And then use a menuresponse to kick those guys.
...
Triple posting? Are you serious?
I can't put into words what I am thinking right now. I just hope some moderator will delete this useless thread.
Why not 'push' the older thread? It's so simple.
http://killtube.org/showthread.php?1476-Killcam-works-almost-xd
You already created that thread with this exact problem. Why start a new one?
pronemg42gun_fire_forward_medium is an .xanim file and for usual what's behind "idleAnim/" in the weaponfile is the name of the xanim file for first person idle animation. Looks like the turrets...
idleAnim\proneMG42gun_aim_forward_medium\fireAnim\proneMG42gun_fire_forward_medium
That's from the mg42_bipod_prone_mp weaponfile. So they have indeed weapon animations.
"mg42_bipod_stand_mp"...
I think this tool will help you: http://www.diegologic.net/diegologic/CoD_Tools/XmodelExporter.htm
EDIT: This is also a great help http://www.gamefront.com/files/service/thankyou?id=20850076...
I did not mean you. The last part was meant as an answer to Loveboy's post. Sorry for that.