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  1. Thread: Mine mod.

    by Tally
    Replies
    3
    Views
    33,755

    I've reinstalled COD2, so I can make a standalone...

    I've reinstalled COD2, so I can make a standalone mine mod if you want.
  2. Replies
    4
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    35,166

    I took that site down years ago. I'm currently...

    I took that site down years ago. I'm currently sorting out a download link, so you get it once the link is up and active.

    EDIT

    I have posted a download link.
  3. Thread: Mine mod.

    by Tally
    Replies
    3
    Views
    33,755

    It depends what version of Cod you using. I have...

    It depends what version of Cod you using. I have a jumping betty mine for both COD1 and COD2. I suggest using the one for COD2, as there is a download available for the complete mod: DOWNLOAD

    But...
  4. Replies
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    35,166

    Release Demon Mod for COD1

    Welcome to the Demon mod for Call of Duty 1. It’s a mod I was commissioned to make for a clan I know, about 4 years ago. They wanted the mod to based on a class system, with some features ported out...
  5. Thread: Script rotu

    by Tally
    Replies
    8
    Views
    39,321

    He means a VSTR toggle script for config files.

    He means a VSTR toggle script for config files.
  6. Thread: welcome script

    by Tally
    Replies
    7
    Views
    35,959

    Thanks for the heads-up. I didn't see the bit...

    Thanks for the heads-up. I didn't see the bit about SD gametype.

    So, this instead:


    Callback_PlayerConnect()
    {
    ....
    self setClientCvar("g_scriptMainMenu", scriptMainMenu);
  7. Thread: welcome script

    by Tally
    Replies
    7
    Views
    35,959

    Callback_PlayerConnect() { .... self...

    Callback_PlayerConnect()
    {
    ....
    self setClientCvar("g_scriptMainMenu", scriptMainMenu);

    self.message_done = undefined;

    self thread welcomeMessage();
    }
  8. Thread: [cod2] Shader

    by Tally
    Replies
    8
    Views
    16,331

    Which is exactly what I just said above. So,...

    Which is exactly what I just said above. So, thanks for repeating exactly what I just said. Such repetition is really valuable!
  9. Thread: [cod2] Shader

    by Tally
    Replies
    8
    Views
    16,331

    That is not what you showed in your first post....

    That is not what you showed in your first post. There, you showed the built-in obituary notice with weapon icon. That is not done with a hud element. It is hard-coded into the COD engine and cannot...
  10. Thread: [cod2] Shader

    by Tally
    Replies
    8
    Views
    16,331

    In the weapon file, find and edit Flipkillicon...

    In the weapon file, find and edit Flipkillicon setting to 1:

    1522
  11. Replies
    11
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    33,613

    LOL, LOL, LOL Thank you for that, brother. It...

    LOL, LOL, LOL

    Thank you for that, brother. It made me laugh at a time when I really needed it.
  12. Replies
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    38,732

    I've just come back from a party and I am...

    I've just come back from a party and I am absolutely hammered atm (i.e. for all you non-Brits that expression means I am very drunk), so can't think very clearly right now. But a provisional solution...
  13. Replies
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    15,314

    See the attachment. I have included the DDS...

    See the attachment.

    I have included the DDS file, the .PSD file, and a converted IWI file.

    When making an image for Call of Duty, you must have a solid color background. To see the actual...
  14. Replies
    5
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    34,086

    damage\100 That should kill with one shot. If...

    damage\100

    That should kill with one shot. If not, try raising it higher.
  15. I said leave it blank. That is, nothing at all....

    I said leave it blank. That is, nothing at all. no reference to any images.
  16. In the weapon file, delete the entry for...

    In the weapon file, delete the entry for reticleSide. Leaving it blank will remove the crosshair.
  17. Replies
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    58,418

    Yeah, I thought so, there is an error in your...

    Yeah, I thought so, there is an error in your config file:


    sv_allowDownload "1"

    And a minor error in your HTTP address:


    sv_wwwBaseURL "http://80.211.219.240/cod2/"
  18. Replies
    14
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    58,418

    Please do 2 things: 1. Put your "all rifles"...

    Please do 2 things:

    1. Put your "all rifles" mod in a zip folder and attach it to one of your posts. That way, we can check to see if there is an issue with the mod.

    2. Please also post your...
  19. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    1. Download the attachment. 2. Open the zip...

    1. Download the attachment.

    2. Open the zip file and move landmines.cfg to your server

    3. At the bottom of your server's main config file (i.e. the one which controls your map rotation, ect),...
  20. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    First edit the code to this: ...

    First edit the code to this:


    game["landmine"]["limit"] = cvardef( "scr_landmine_limit", 10, 1, 9999, "int" );

    Then, using the dvars I posted above, set the max number of mines to something...
  21. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    Here you go - complete mod with fix:

    Here you go - complete mod with fix:
  22. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    Yep, there was a bug. I forgot to reset the total...

    Yep, there was a bug. I forgot to reset the total team landmines allowed each time a player dies. This fixes it:

    Please edit _landmines.gsc:


    deleteLandmines()
    {
    for( i=0; i <...
  23. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    You don't have to edit the code in order to make...

    You don't have to edit the code in order to make changes to how the landmines function. Just change the dvar settings. That's what they are there for!

    Here are the dvars for the landmines - taken...
  24. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    Each player gets 10 mines each. There are no...

    Each player gets 10 mines each. There are no restrictions on how many players in a team can do this. That isn't what you said.
  25. Thread: TELLERMINE Mod

    by Tally
    Replies
    56
    Views
    354,243

    Okay, second version with Gold SVT 40 Sniper...

    Okay, second version with Gold SVT 40 Sniper added with sniper zoom:



    NOTES:

    1. I added some code to delete all landmines planted by a player when they either switch to another pistol than...
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