Search:

Type: Posts; User: IzNoGoD

Page 1 of 20 1 2 3 4

Search: Search took 0.01 seconds; generated 59 minute(s) ago.

  1. Replies
    14
    Views
    667

    Setalive() turns stuff (script_brushmodel for...

    Setalive() turns stuff (script_brushmodel for example) into a trigger_damage with a damage notify.
  2. Replies
    16
    Views
    736

    Have you checked whether the playlocalsound...

    Have you checked whether the playlocalsound script is actually being called?
  3. Replies
    14
    Views
    667

    Make your own trigger_use_touch by using a...

    Make your own trigger_use_touch by using a trigger_multiple with a hud element ("Press F to activate") and a custom script.
  4. Replies
    16
    Views
    736

    please refer to my signature. WHAT does not...

    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...
  5. Replies
    14
    Views
    667

    Try triggeroff() and triggeron() in _utility.gsc...

    Try triggeroff() and triggeron() in _utility.gsc at map start and report back.
  6. Replies
    16
    Views
    736

    which is what the sequence thing is for

    which
    is
    what
    the
    sequence
    thing
    is
    for
  7. Replies
    6
    Views
    292

    Why not load this at the start of a map, and just...

    Why not load this at the start of a map, and just not get new changes until after?
  8. Replies
    3
    Views
    209

    Do you savemodel after you setmodel at spawn?

    Do you savemodel after you setmodel at spawn?
  9. Replies
    6
    Views
    359

    download some mod that has sprint in it. Look at...

    download some mod that has sprint in it. Look at how it's handled there.
  10. Replies
    6
    Views
    359

    Most mods do it by giving the user a different...

    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))....
  11. Replies
    7
    Views
    2,349

    I see. But. Bear with me for a second here...

    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...
  12. Replies
    2
    Views
    365

    I dont see an issue?

    I dont see an issue?
  13. Replies
    7
    Views
    2,349

    Great idea if not for the part where you need the...

    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.
  14. Line 46, add a ; at the end.

    Line 46, add a ; at the end.
  15. 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;
    }
  16. Replies
    6
    Views
    867

    Save something to player.pers[array]. That does...

    Save something to player.pers[array]. That does not get reset on round restart.



    onplayerconnect()
    {
    if(!isDefined(self.pers["connected"]))
    {
    self.pers["connected"] = true;
    ...
  17. Replies
    6
    Views
    867

    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...
  18. Replies
    16
    Views
    4,618

    What about using this instead: ...

    What about using this instead:


    playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), (0, 0, 1));
  19. Replies
    16
    Views
    4,618

    add a anglestoup(origin1.angles) at the end of...

    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));...
  20. Replies
    16
    Views
    4,618

    Any quick n dirty "howto" on these atlas textures?

    Any quick n dirty "howto" on these atlas textures?
  21. The mirror you're using for your libmysqlclient...

    The mirror you're using for your libmysqlclient is updated. It does only have buster and stretch distro packages listed now.

    Also, you were using a jessie package from there, while jessie is not...
  22. Also: you should really consider upgrading. ...

    Also: you should really consider upgrading.

    https://www.debian.org/News/2016/20160212
  23. dpkg --add-architecture i386 apt-get update...

    dpkg --add-architecture i386
    apt-get update
    apt-get install libmysqlclient-dev:i386
  24. Replies
    14
    Views
    8,209

    Bad idea. The level var is also cleaned (except...

    Bad idea. The level var is also cleaned (except for level.game array) on round restart. Furthermore, since players go through the "playerconnecting" callback when the round restarts, their money gets...
  25. Replies
    14
    Views
    8,209

    Store it in player.pers["something"] variable,...

    Store it in player.pers["something"] variable, load it back on playerconnect if it's defined. player.pers array gets stored over multiple rounds.
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4