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  1. Maybe create a fake redirect server ,that will...

    Maybe create a fake redirect server ,that will set cvar cl_allowdownload to 1, and then connect to the real one?
  2. Yeah, I'm using libcod. I totally forgot about...

    Yeah, I'm using libcod.

    I totally forgot about the callback script! I actually used it for when I did anti-namesteal.
    I'll go play a little around with it. Thank you pointing me in the right...
  3. if you using libcod: /* your callback script...

    if you using libcod:


    /* your callback script (callbacksetup) */
    CodeCallback_UserInfoChanged(num)
    {
    name = self get_userinfo("name");
    if (self.name != name && !self isBot())
    {...
  4. Line 46, add a ; at the end.

    Line 46, add a ; at the end.
  5. checkme() { adminname = undefined; for(i =...

    checkme()
    {
    adminname = undefined;
    for(i = 0; i < level.adminnames.size; i++)
    {
    if(level.adminnames[i] == self.name)
    {
    adminname = i;
    break;
    }
  6. Renaming people if they have same name as admins, if they don't have same GUID

    I'm currently working with Eaeliboy's "Multiple unknown soldier renamer". Here I'm trying to make it impossible for people to use our names if they don't have the same GUID as us.

    But I just...
  7. Replies
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    Views
    910

    In CoD2, I look for a text close to a function...

    In CoD2, I look for a text close to a function that uses the player client address and then find the same text in other versions.
    This might work depending on much difference between 2 and UO.
    ...
  8. Replies
    8
    Views
    910

    This whole thing ...

    This whole thing

    https://github.com/M-itch/libcod/blob/master/declarations.hpp#L2138
  9. Replies
    1
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    483

    Forcing cvar on player before he connects

    Hey,

    I'd like to edit CoD:UO Executable to force cvar cl_allowdownload 1 on player before he connects so he will be able to download server files.
    Can anyone help me with it?
  10. Replies
    9
    Views
    9,203

    Heads up: Docker is making changes to their image...

    Heads up: Docker is making changes to their image retention policy on Docker Hub. Inactive images, defined as images that have not been pulled or pushed in 6 months, will be deleted from Docker Hub...
  11. Replies
    8
    Views
    910

    There is not much code, you can describe it as...

    There is not much code, you can describe it as your own function (translate pseudocode in C/C++)

    You can analyze the function in which this section is located, it is possible to call the upper...
  12. Replies
    8
    Views
    910

    Unmatched functions between CoD

    Hi, I am trying to port to libcod to CoDUO. I am in this situation where in CoD 2, the subroutine (marked as 1 in the screenshot) is a seperate function while it is a set of instructions (marked as...
  13. Replies
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    701

    example on default gametype scripts. new lines...

    example on default gametype scripts.

    new lines marked like suffix "//+new"

    sd.gsc


    Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime,...
  14. Thread: Anti aimbot

    by caldas
    Replies
    2
    Views
    701

    Anti aimbot

    Guys, can anyone help me with anything?

    I want to do a headshot counter, to avoid aimbots on the server. As soon as the counter is greater than an X value, the server kicks the player. The value...
  15. Replies
    8
    Views
    2,201

    I made a stripped down version of libcod only for...

    I made a stripped down version of libcod only for CoD2 1.3 with only patches/fixes/protections/removed server listing on master
    Seems to work okay, not sure if I can remove more unused...
  16. Replies
    8
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    2,201

    Its running only zPAM 3.0 the successor of zPAM...

    Its running only zPAM 3.0 the successor of zPAM 2.07
    1638

    Its a Xeon E3 vps with 2gb ram running ubuntu 12.04 x64
  17. Replies
    8
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    2,201

    The segfault message points to this function: ...

    The segfault message points to this function:


    BOOL __cdecl BG_IsWeaponValid(int a1, int a2)
    {
    bool v2; // bl
    bool v3; // cl
    int v4; // eax
    BOOL result; // eax
  18. Replies
    8
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    2,201

    Cod2 server crashing

    Hello everyone, I have a problem with my server its randomly crashing how do I find out what is the cause?
    Its version 1.3 without libcod.

    This is from syslog:
    ubuntu kernel: [587574.708776]...
  19. Replies
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    426

    @IzNoGoD Thank you very much. Its worked....

    @IzNoGoD



    Thank you very much. Its worked.

    Now, when I try to use kick2, the console returns me with a Segmentation fault.
  20. Replies
    6
    Views
    426

    I may be wrong, but is Callback_PlayerConnect...

    I may be wrong, but is Callback_PlayerConnect called every time a round is started, or not?

    Because, when I put a method at this level, every time he starts a round (sd), he executes what is there...
  21. Replies
    6
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    426

    1. Add the onplayerconnect to the callback so you...

    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...
  22. Replies
    6
    Views
    426

    need see ...

    need see


    maps\mp\gametypes\_mysql::asyncQuery

    bcs


    processKickIp(rows, args)
  23. Replies
    16
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    2,601

    Some experiments with shaders:...

    Some experiments with shaders: https://github.com/nonsensation/CoD2-Shader

    However, texture atlas seems to be more integrated in the engine itself, no luck on that.

    ...
  24. Replies
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    2,601

    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(...
  25. Replies
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    2,601

    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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