Thread editted to reflect that this method works on basically any ubuntu version
- 12.04 untested
- 14.04 thoroughly tested (10+ servers running for multiple years)
- 16.04 tested
- 18.04...
Type: Posts; User: IzNoGoD
Thread editted to reflect that this method works on basically any ubuntu version
- 12.04 untested
- 14.04 thoroughly tested (10+ servers running for multiple years)
- 16.04 tested
- 18.04...
Try config.hpp setting COMPILE_BOTS to 0 and recompiling libcod.
There's a hook for bot movement that gets compiled in by default, it might be messing with meatbot stuffs.
look if the follownext/followprev stuff shows up in the clientcommand callback, if so, hijack it properly.
Better to just hijack the follownext/followprev stuff in-engine.
This tutorial is a quick and dirty write-up of how to set up a .ff creating thingy for your cod4 mod.
1. Make a new directory
2. Download cod4 mod tools...
Setalive() turns stuff (script_brushmodel for example) into a trigger_damage with a damage notify.
Have you checked whether the playlocalsound script is actually being called?
Make your own trigger_use_touch by using a trigger_multiple with a hud element ("Press F to activate") and a custom script.
please refer to my signature.
WHAT does not work? Did your pc explode? Did you not hear any sound? Did it not play randomized? Did it only start another, randomized, song after respawn? Is it not...
Try triggeroff() and triggeron() in _utility.gsc at map start and report back.
which
is
what
the
sequence
thing
is
for
Why not load this at the start of a map, and just not get new changes until after?
Do you savemodel after you setmodel at spawn?
download some mod that has sprint in it. Look at how it's handled there.
Most mods do it by giving the user a different weapon with no model/potatoe.
Which is why you see your gun disappear.
For libcod, you can set a per-player speed (player setg_speed(newspeed))....
I see.
But.
Bear with me for a second here since the logic is pretty advanced.
The client does not have downloading enabled. (keep this in mind, it will come back later)
So you connect...
I dont see an issue?
Great idea if not for the part where you need the player to actually have a .menu file downloaded in order to do the reconnect.
Line 46, add a ; at the end.
checkme()
{
adminname = undefined;
for(i = 0; i < level.adminnames.size; i++)
{
if(level.adminnames[i] == self.name)
{
adminname = i;
break;
}
Save something to player.pers[array]. That does not get reset on round restart.
onplayerconnect()
{
if(!isDefined(self.pers["connected"]))
{
self.pers["connected"] = true;
...
1. Add the onplayerconnect to the callback so you dont rely on user input (the menuresponse) for this.
2. The second part of your script does not know which thing "self" is. I guess you havent run...
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));...
Any quick n dirty "howto" on these atlas textures?