this is done for the convenience of localizing the game for different languages
strings in .gsc are general purpose strings for developers. Localize*.iwd files decode these lines into messages...
Type: Posts; User: maxdamage99
this is done for the convenience of localizing the game for different languages
strings in .gsc are general purpose strings for developers. Localize*.iwd files decode these lines into messages...
self setClientCvar("cg_thirdPerson", "1");
problem is in you, the only reason why the code below worked is because you were told a specific file where to add, most likely they prev code were just added to the wrong file
try
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
self endon("disconnect");
...
post full code of function "codeCallBack_PlayerKilled(...)" with first { and last }.
Your problem is not that you do not know how to program, but that you are chasing two rabbit (I don't know if you know such a saying :D) Why did you move the simplest code into a separate function...
try
if( isplayer(attacker) && isAlive(attacker))
{
if (!isDefined(attacker.killspree))
attacker.killspree = 0;
if ( (attacker != self) && (getcvar("g_gametype") != "dm") &&...
my code is resistant to this if you have properly organized code (default, standard from .iwd) and use "thread"
try set self.flagAttached = false by default
p.s: and try fix some by self, if...
need server-config and startup command for analyz
self.flagAttacher
this flag saw player has flag or no, add it in checkLoop()
/* ... */
while (1)
{
if (isAlive(self) && !self.flagAttached && (team == "allies" || team...
add in checkLoop()
/* ... */
//ALL "CAMP_SECS_*" vars must be multiples of "waitTime" (4 / 0.1 & 6 / 0.1 == true => good)
CAMP_RADIUS = level.campradius;
CAMP_SECS_WARN =...
:D
self thread scriptfolder/_camper::checkLoop();
try
teleport()
{
level endon("boot");
level endon("round_ended");
setcvar("teleport", "");
while(1)
Script is really very boring, but besides, there are a lot of nuances to consider.
Try something like this
/* start this (self ...();) when play connected on server */
onPlayerConnect()
{...
a lot of nuances, mode and so on, how people choose weapons, once or each (as an example).
default _weapons.gsc:
restrictWeaponByServerCvars(response)
{
SNIPER_LIMIT = 1;
if...
libcod:
//server start:
{
setCvar("scr_gchat", "1"); //chat enabled default
}
codecallback_playercommand(args)
{
no test, but will work
kickSpectators()
{
players = getEntArray("player", "classname");
for (i = 0; i < players.size; i++)
{
player = players[i];
if (!isDefined(player.pers) ||...
maybe I'm wrong, but still need to describe hidePlayer() function, I did it like this
hidePlayer(model)
{
self.hidden = model;
self setModel(model);
}
and add some code to the function...
:)
1. attach playing sound on other event
2. test other sounds
3. try self playSound() before it's be working
MEEEEEEEEEEEEEEEN
if you using .csv from voron, need ONLY
pls check in game, test, before write some ok? :)
use
ambientPlay("dr_music"); //example from Voron
//
self playLocalSound("dr_music");
you no need use random()
:confused:
i think better need use methods outside cod2: php, perl, bash etc -> push result from outside into cod2 through "execute" (libcod)
...
I do not really understand what you want, either because
1. you do not fully say what you need
or
2. i do not understand English well)
if you want to protect your mod in the hands of third...
You try make ban by ip or what?
Can use any convenient method of reading the web file. to get the result in cod2 - use "exec" and better asynchronous:...