Search found 53 matches
- October 25th, 2013, 11:14 pm
- Forum: General Chat
- Topic: KillerSam why is your rank CJ Inactive?
- Replies: 6
- Views: 2269
Re: KillerSam why is your rank CJ Inactive?
Maybe because he's Inactive?! -.-
- October 18th, 2013, 7:23 pm
- Forum: CoDJumper Chat
- Topic: Anti Block?
- Replies: 8
- Views: 4726
Re: Anti Block?
iRaiinyy wrote:it sucks no1 ever made anything for windows..
Nope, thats wrong... Its just that windows sucks!

- October 18th, 2013, 5:01 pm
- Forum: CoDJumper Chat
- Topic: Anti Block?
- Replies: 8
- Views: 4726
Re: Anti Block?
If u rly want to get non-collide you need libcod but libcod runs only on linux..
As far as i know there is no way to disable player collision without libcod so its not possible on windows!
As far as i know there is no way to disable player collision without libcod so its not possible on windows!
- June 1st, 2013, 9:05 pm
- Forum: Servers
- Topic: bad magic error
- Replies: 4
- Views: 10773
Re: bad magic error
There is a limit of 1024 characters for the maprotation! 

- May 11th, 2013, 6:37 pm
- Forum: Modding, Modelling and Skinning
- Topic: Custom Menu Files
- Replies: 3
- Views: 11344
Re: Custom Menu Files
The team chosen is defined in the menu but is easier to adjust by editing the GSC files. I thought menu files are the simplest way to edit menus? :D Now I'm curious.. Would you maybe explain me how to set this changes up with gsc? o.O For menu files: I changed everything in the menu files and its w...
- May 11th, 2013, 2:46 pm
- Forum: Modding, Modelling and Skinning
- Topic: Custom Menu Files
- Replies: 3
- Views: 11344
Custom Menu Files
Hey guys.. I'm currently working on the custom menu files for my mod. Everything works fine but i have some questions.. 1. In some of the menu files there are some "\" at the end of the lines. What is that for? textalign ITEM_ALIGN_MIDDLE_LEFT \ textscale CHOICE_TEXTSIZE \ textstyle ITEM_T...
- May 11th, 2013, 2:29 pm
- Forum: Modding, Modelling and Skinning
- Topic: On "round end" and "round start"
- Replies: 6
- Views: 10931
Re: On "round end" and "round start"
Ok i solved my problsm, thank you all! 
@ megazor: I just have not thought to look into the original files. Ofc its the easiest way!

@ megazor: I just have not thought to look into the original files. Ofc its the easiest way!

- May 10th, 2013, 4:30 am
- Forum: Modding, Modelling and Skinning
- Topic: On "round end" and "round start"
- Replies: 6
- Views: 10931
On "round end" and "round start"
Hey guys..
I'm trying to create a small mod and i need to thread ad function on the start and end of every round.
I tryed "waittill("round_end") and waittill("round_start") but its not working..
Any ideas?
I'm trying to create a small mod and i need to thread ad function on the start and end of every round.
I tryed "waittill("round_end") and waittill("round_start") but its not working..

Any ideas?

- May 7th, 2013, 7:09 am
- Forum: CoD4 Mapping Help
- Topic: Unlimited Sprint
- Replies: 7
- Views: 3298
Re: Unlimited Sprint
And how would i use it?
Is there anything like "self sprintButtonPressed()" ?
Is there anything like "self sprintButtonPressed()" ?
- May 5th, 2013, 6:51 pm
- Forum: CoD4 Mapping Help
- Topic: Unlimited Sprint
- Replies: 7
- Views: 3298
Re: Unlimited Sprint
Would it be hard to mod an "unlimited sprint"?
How would i do it?
How would i do it?
- May 5th, 2013, 5:20 pm
- Forum: CoD4 Mapping Help
- Topic: Unlimited Sprint
- Replies: 7
- Views: 3298
Re: Unlimited Sprint
because there isn't a command called that try doing
[/quote]
Thank you but I need a way for real unlimited sprint..
Code: Select all
setDvar("player_sprinttime", "12.8");
Thank you but I need a way for real unlimited sprint..

- May 5th, 2013, 6:23 am
- Forum: CoD4 Mapping Help
- Topic: Unlimited Sprint
- Replies: 7
- Views: 3298
Unlimited Sprint
Hey guys..
I'm trying to get unlimited sprint working.. I tried it with:
and
but i cant get it working..
Is it maybe not possible to get it working? o.O
I'm trying to get unlimited sprint working.. I tried it with:
Code: Select all
setDvar("player_sprintUnlimited", "1");
Code: Select all
setClientDvar("player_sprintUnlimited", "1");
Is it maybe not possible to get it working? o.O
- May 3rd, 2013, 3:32 pm
- Forum: CoD4 Mapping Help
- Topic: Elevator Script
- Replies: 28
- Views: 7682
Re: Elevator Script
ye thats from what i know the origin..^^ Opening doors or crates^^KillerSam wrote:which is only really useful for rotations, granted.
- May 3rd, 2013, 3:43 am
- Forum: CoD4 Mapping Help
- Topic: Elevator Script
- Replies: 28
- Views: 7682
Re: Elevator Script
You can add an "origin" brush as part of the brush model So without script.origin its not possible to use moveto? I know the way with origin brushes but i thought it would be possible without.. If I am not too busy tomorrow, I will take a look after work That would be amazing! Thank you! :)
- May 2nd, 2013, 10:58 pm
- Forum: CoD4 Mapping Help
- Topic: Elevator Script
- Replies: 28
- Views: 7682
Re: Elevator Script
Ok so i reworked the whole script to get it working as it should without the need of any new trigger. It works perfect now and the elevator/doors cant be bugged..^^ But to get it working i destroyed most of the changed script. I tried my best to avoid redundancy but i think the script is a big piece...