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.
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.
Try triggeroff() and triggeron() in _utility.gsc at map start and report back.
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...
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;
}
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));...
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...
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...
Store it in player.pers["something"] variable, load it back on playerconnect if it's defined. player.pers array gets stored over multiple rounds.
You're not properly retrieving the stuff from the database. You're storing the "result" pointer (!) in the self.stats array, which is a seemingly random number. Instead use the result to fetch_row.
getrankname(rank)
{
if(rank >= 0 && rank < game["rankname"].size)
self.hud_rank setText(game["rankname"][rank]);
}
ranknamesinit()
{
game["rankname"] = [];
You need to precache them in maps/mp/gametypes/_quickmessages.gsc
Then you need to handle the input from them at the bottom of maps/mp/gametypes/_menus.gsc and send that along to the...
Change
updatePlayerScoreHUD()
{
if(isDefined(self.hud_deaths))
deaths = self getstat("deaths");
self.hud_deaths setValue(deaths);
}
Is this thing threaded?
Why do you need the wait in a pre-game thing? Just resettimeout;
Black screenshots supposedly happen when you're using anti-aliasing on the client. Try turning that off.