Well excuuuuuuse me!Read through the thread. If he wanted to simply copy and paste someone elses work, the thread would've finished on the first page.
Search found 17 matches
- May 1st, 2011, 2:44 pm
- Forum: CoD Mapping Help
- Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
- Replies: 85
- Views: 32286
Re: help with script teleport
- May 1st, 2011, 11:44 am
- Forum: CoD Mapping Help
- Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
- Replies: 85
- Views: 32286
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.
Don't need to ever alter the script file either.
- May 1st, 2011, 11:20 am
- Forum: CoD Mapping Help
- Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
- Replies: 85
- Views: 32286
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...
- April 29th, 2011, 3:47 pm
- Forum: CoD Mapping Help
- Topic: The 'QuakeC lessons' thread[prev. help with script teleport]
- Replies: 85
- Views: 32286
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...
- April 9th, 2011, 5:56 pm
- Forum: CoD Mapping Tutorials
- Topic: Tutorial: Player Controls
- Replies: 15
- Views: 10962
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?
I put that code in a new gsc file and called it from my map.gsc file. This correct?
- April 9th, 2011, 11:28 am
- Forum: CoD Mapping Tutorials
- Topic: Tutorial: Player Controls
- Replies: 15
- Views: 10962
Re: Tutorial: Player Controls
So this wont work for a CoD1 map or just nobody knows how to do it?
- April 6th, 2011, 11:22 pm
- Forum: CoD Mapping Tutorials
- Topic: Tutorial: Player Controls
- Replies: 15
- Views: 10962
Re: Tutorial: Player Controls
Yep COD1...no wonder it wouldnt work..lol
But the map played ok so thats good
But the map played ok so thats good
- April 6th, 2011, 7:13 pm
- Forum: CoD Mapping Tutorials
- Topic: Tutorial: Player Controls
- Replies: 15
- Views: 10962
Re: Tutorial: Player Controls
still not workin...thanks for the attempt tho dude!
- April 6th, 2011, 5:09 pm
- Forum: CoD Mapping Tutorials
- Topic: Tutorial: Player Controls
- Replies: 15
- Views: 10962
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?
For a bash only map?
- March 31st, 2011, 2:21 pm
- Forum: Modding, Modelling and Skinning
- Topic: Force Secondary Weapon script?
- Replies: 6
- Views: 2267
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.
I have it all workin pretty much the way i want now tho.
Thanks for takin the time to help out.
- 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....
That turns off most of the features for the AWE mod.
Code: Select all
setcvar("awe_disable", "1"); // Disable
setcvar("awe_disable", "0"); // Enable
- March 31st, 2011, 2:56 am
- Forum: Modding, Modelling and Skinning
- Topic: Force Secondary Weapon script?
- Replies: 6
- Views: 2267
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...
- March 30th, 2011, 12:33 am
- Forum: Modding, Modelling and Skinning
- Topic: Force Secondary Weapon script?
- Replies: 6
- Views: 2267
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...
- March 7th, 2011, 11:45 am
- Forum: CoD Mapping Help
- Topic: HOW TO MAKE A NIGHT MAP??
- Replies: 10
- Views: 7161
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...
- March 7th, 2011, 2:49 am
- Forum: Modding, Modelling and Skinning
- Topic: Force Secondary Weapon script?
- Replies: 6
- Views: 2267
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?
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?