Probablly to do with either g_floodprotect (set to zero), or (in cod2 at least) with the spamdelay set inside the quickmessages.gsc file. In cod2 it's set to 2 seconds, like so:
}
self...
Probablly to do with either g_floodprotect (set to zero), or (in cod2 at least) with the spamdelay set inside the quickmessages.gsc file. In cod2 it's set to 2 seconds, like so:
}
self...
You're using args[1] == "say_team" which should be args[0] == "say_team"
probably g_deadchat turned off, dead players won't show their message to alive players, nor will spectating players show their messages to alive players.
I've got no clue what roundcam is.
1. set up initial alpha with .alpha
2. call fadeovertime(time_goes_here)
3. set new, desired alpha that should be faded towards
4. fadeovertime will do stuff in the background, as a separated...
Yes, use fadeovertime.
hud.alpha = 0;
hud fadeOverTime(1);
hud.alpha = 1;
Done.
Shouldn't matter. Have you checked from a spectator's point of view (hud element being on the spectatee aka player)?
I don't get what you're trying to do. If you're trying to edit which menu file gets shown to players, just do it through script. If you're trying to modify it globally, then why are you using self?...
The correct flag would be .archived, instead of .archive. Not sure about the default, but judging by your results it might be set to true by default (since you set a different variable)
cod4 has an option to set the "north" direction. Maybe that is at play here too?
the .archive flag is set to true/false on hud elements to instruct the engine to make them visible in the killcam if set to true. As a side-effect (maybe an intended effect?) it also makes it visible...
use getplayerangles() from a script (gsc) file. player.angles is kinda bugged and only returns a nonzero value for the [1] index.
Also, in cod2 /viewpos returns your left/right angle as the final...
Why are you storing client hud elems in level variables?
I'd say load the cvar on server load (don't update it runtime), let some c-code extract the stuff, store it in the 4 bytes of netadr_t and compare that run-time (4 byte compare for every getstatus...
Just add a check there, or a callback upon firing a nade to disappear when the person that threw the nade goes spec.
No need, the script would be server-side only.
Would say you should script this, preferably through the map gsc
fs_game it is. This means LEAVE MAIN THE FUCK ALONE. (this goes for any modder ever thinking of touching main. Dont. You'll be arrested)
Just run it through sandboxie? No clue exactly how, but it should mostly sandbox anything it does.
https://web.archive.org/web/20220105160706/https://wiki.zeroy.com//index.php/Call_of_Duty_2:_d3dbsp
https://archive.is/KAZtQ
Works fine for me on a fresh Debian 11 amd64 install, substituting the libmysqlclient-dev:i386 with libmariadb-dev-compat:i386.
Literally all commands until cod2 server got started:
sudo...
Are you using proper MANYMAPS?
How many IWD files are in your fs_game + main folder?
Mostly the server needs to have enough available cpu resources. GHz has not been a good measurement for performance for a while - what exact cpu is your host using, and how many clients are on the...
The multicore patch is just to make it so cod2 doenst suck when a system has multiple cores. The game engine itself cannot run on multiple cores.
You could code your server in such a way that for...
Nowadays lots of ISPs use CGNAT to save some ipv4 addresses. If you're behind CGNAT there's nothing you can do.