Ok it seems to have resolved the issue. Thanks again
Ok it seems to have resolved the issue. Thanks again
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.
Hi
I need your help about my problem.
The last days i have been messing around with meatbot on my local windows machine with no big problems. I even tried libcod for windows and it worked fine. The...
For me fix was simple. I just connect my headphones through jack or USB and then i just enabled mix stereo.
Hey,
Due to many requests for making a cracked server in cod2 last time on killtube discord.
I thought to make a thread about tutorial how to crack your call of duty 2 windows server...
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...
ubuntu@ip-xxx-xx-0-202:~/cod2$ ./cod2_lnxded_1_3_cracked +exec dedicated.cfg
CoD2 MP 1.3 build linux-i386 Jun 23 2006
----- FS_Startup -----
Current language: english
Current search path:...
A 64-bit compiler doesn't work, because CoD and the mysql dll are both 32-bit.
Therefore the weird errors.
omg Okay, I found out that the MingW that comes with codeblocks is 64bit, I got it working just fine once I used mingw32
Hi all,
I am trying to compile https://github.com/M-itch/libcod_win using codeblocks (MingW GCC). However I am having some issues with it. First of all, I am getting...
https://github.com/voron00/libcod/commit/06837e16e8cbf00f4f2aff2b596986159d835c75
Added this into libcod, just call setAnim on player corpse now.
make sure your folder structure is correct, with the examples posted here your folders should look like this:
modfoldername(preffered) or main / sound / music / soundfile.xxx
and offcourse the csv...
1. attach playing sound on other event
2. test other sounds
3. try self playSound() before it's be working
Update on this:
I remade all of the buggy triggers from scratch, but now making sure they don't collide with any other brushes around (for doors that need the trigger to be at both sides, I did...
Could be some things:
- Soundalias pointing to a non-existing sound in "sounds" folder -> check the "file" column points to the right file (also, in console you should see an error like "Couldn't...
Setalive() turns stuff (script_brushmodel for example) into a trigger_damage with a damage notify.
Thx, will do this :)
Btw, is there any way to simulate a trig_damage as well by script? By libcod maybe? I thought to use setAlive but maybe there are other options. Will test this afternoon :)
Ummm , I added the playlocalsound in sd.gsc into spawnPlayer() function so that's must being called when player spawned... after the playlocalsound I wrote iprintlnBold("Music playing") and that's...
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.
BratokHR found an interesting way to change an animation of a player clone:
clone_addModel( origin, angles, indexModel )
{
level.g_cloneplayer endon( "disconnect" );
level.g_cloneplayer...
I haven't got an exact number, but if there is, I assume is below 19 (I deleted 44; it's a bit a pain in the ass to remove trigs as I work mainly with prefabs and have to do edit them 1 by one lol)....
I guess a trigger limit (all variants). After this limit you get undefined behaviour like in your video.
At how many triggers does this behaviour start?
When you check the open .map source with a text editor and search for all lines starting with: "classname" "trigger_
Are the triggers that don't work/inactive the last ones in the file?
Edit: Are...
@voron00 unfortunately not working even after many team switches
Tried too, but they still don't seem to load :/
I just tried to remove misc_models that could collide with the triggers, as...