Search found 17 matches

by SubGunner
May 1st, 2011, 2:44 pm
Forum: CoD Mapping Help
Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
Replies: 85
Views: 32039

Re: help with script teleport

Read through the thread. If he wanted to simply copy and paste someone elses work, the thread would've finished on the first page.
Well excuuuuuuse me!
by SubGunner
May 1st, 2011, 11:44 am
Forum: CoD Mapping Help
Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
Replies: 85
Views: 32039

Re: help with script teleport

No luck with my teleporter? That thing is the easiest script to setup. Even multiple ones.
Don't need to ever alter the script file either.
by SubGunner
May 1st, 2011, 11:20 am
Forum: CoD Mapping Help
Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
Replies: 85
Views: 32039

Re: help with script teleport

Here ya go download and extract this zip file. Inside is a teleporter prefab. If you make copies of it make sure you delete the targetname and targets of the trigger and script_origin before making copies. Otherwise they will all link together. Each grouped trigger and script_origin must have unique...
by SubGunner
April 29th, 2011, 3:47 pm
Forum: CoD Mapping Help
Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
Replies: 85
Views: 32039

Re: help with script teleport

Part of learning how it works is from copy and paste. Disecting parts of coding and making things work. What type of portal are you after? I have an easy one that i could make a prefab out of. Very simple code to. You can use as many as you want and even for spawning. We use spawn portals alot in ou...
by SubGunner
April 9th, 2011, 5:56 pm
Forum: CoD Mapping Tutorials
Topic: Tutorial: Player Controls
Replies: 15
Views: 10894

Re: Tutorial: Player Controls

Hmmm nope still nuttin.
I put that code in a new gsc file and called it from my map.gsc file. This correct?
by SubGunner
April 9th, 2011, 11:28 am
Forum: CoD Mapping Tutorials
Topic: Tutorial: Player Controls
Replies: 15
Views: 10894

Re: Tutorial: Player Controls

So this wont work for a CoD1 map or just nobody knows how to do it?
by SubGunner
April 6th, 2011, 11:22 pm
Forum: CoD Mapping Tutorials
Topic: Tutorial: Player Controls
Replies: 15
Views: 10894

Re: Tutorial: Player Controls

Yep COD1...no wonder it wouldnt work..lol
But the map played ok so thats good :lol:
by SubGunner
April 6th, 2011, 7:13 pm
Forum: CoD Mapping Tutorials
Topic: Tutorial: Player Controls
Replies: 15
Views: 10894

Re: Tutorial: Player Controls

still not workin...thanks for the attempt tho dude!
by SubGunner
April 6th, 2011, 5:09 pm
Forum: CoD Mapping Tutorials
Topic: Tutorial: Player Controls
Replies: 15
Views: 10894

Re: Tutorial: Player Controls

Sorry to open this thread back up but can someone give me some code that actually works for setting the ammo count to 0?
For a bash only map?
by SubGunner
March 31st, 2011, 2:21 pm
Forum: Modding, Modelling and Skinning
Topic: Force Secondary Weapon script?
Replies: 6
Views: 2266

Re: Force Secondary Weapon script?

Its a good thing im done with this thread! lol thats a long code there.
I have it all workin pretty much the way i want now tho.
Thanks for takin the time to help out.
by SubGunner
March 31st, 2011, 1:47 pm
Forum: Modding, Modelling and Skinning
Topic: map only AWE mod
Replies: 5
Views: 1599

Re: map only AWE mod

Not sure if this would work but you could add this to fit your needs....

Code: Select all

setcvar("awe_disable", "1"); // Disable

setcvar("awe_disable", "0"); // Enable
That turns off most of the features for the AWE mod.
by SubGunner
March 31st, 2011, 2:56 am
Forum: Modding, Modelling and Skinning
Topic: Force Secondary Weapon script?
Replies: 6
Views: 2266

Re: Force Secondary Weapon script?

Got it workin good now. Funny thing tho, on my home windows server it would only give it to one team. On the actual server we rent (linux) it works great. Both teams get the ka98k sniper. Only thing i cant figure out now is how to get the sniper weapon to the right team. Like German=kar98k sniper an...
by SubGunner
March 30th, 2011, 12:33 am
Forum: Modding, Modelling and Skinning
Topic: Force Secondary Weapon script?
Replies: 6
Views: 2266

Re: Force Secondary Weapon script?

Well this works pretty well other then it only goes to the axis team. I have tried to make it where both teams are assigned their own sniper as a primaryb weapon. Then they choose their own rifle for primary gun. So its rifles only with a sniper in the primaryb. I got the ammo and clip count to work...
by SubGunner
March 7th, 2011, 11:45 am
Forum: CoD Mapping Help
Topic: HOW TO MAKE A NIGHT MAP??
Replies: 10
Views: 7108

Re: HOW TO MAKE A NIGHT MAP??

Here download this and put it in your CoD/main folder. http://rrmsweb.com/sub/UserTextures.zip Now select the faceside only of your skybox and go to textures. then sky. Look for pegasusnight. It will be red and black. Different from the others. Then deselect the face sides and select the entire skbo...
by SubGunner
March 7th, 2011, 2:49 am
Forum: Modding, Modelling and Skinning
Topic: Force Secondary Weapon script?
Replies: 6
Views: 2266

Force Secondary Weapon script?

Anyone know if its possible to force a weapon into the players secondary slot?
I know its possible if you make the map and set it up in the mapping. But im wondering if a script that ran on every map would force a weapon into the secondary?