Posted: October 2nd, 2006, 11:45 am
post up your full gsc please.
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Code: Select all
main()
{
maps\mp\_load::main();
thread onConnect();
ambientPlay("ambient_france");
}
OnConnect()
{
for(;;)
{
level waittill("connected", self);
self thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;;)
{
self waittill("spawned_player");
self takeAllWeapons();
self giveWeapon("kar98k_mp");
self switchToWeapon("kar98k_mp");
}
}
Code: Select all
main()
{
maps\mp\_load::main();
thread onSpawn();
ambientPlay("ambient_france");
}
onSpawn()
{
trig = getent("trig","targetname");
for(;;)
{
trig waittill("trigger", other);
other thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self takeAllWeapons();
self giveWeapon("kar98k_mp");
self switchToWeapon("kar98k_mp");
}
everytime...Soviet wrote:will this effect occur every time the person walks over the trigger multiple, or only when they spawn?
Code: Select all
onPlayerSpawned()
{
weapon = self getWeaponSlotWeapon("primary");
if(weapon != "kar98k_mp")
{
self takeAllWeapons();
self giveWeapon("kar98k_mp");
self switchToWeapon("kar98k_mp");
}
}
Code: Select all
main()
{
maps\mp\_load::main();
thread billboard();
thread onConnect();
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");
}
billboard()
{
spin = getent("billboard","targetname");
while (1)
{
spin rotateyaw(-360, 5);
spin waittill("rotatedone");
}
}
OnConnect()
{
for(;;)
{
level waittill("connected", self);
self thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;;)
{
self waittill("spawned_player");
self takeAllWeapons();
self giveWeapon("kar98k_mp");
self switchToWeapon("kar98k_mp");
}
}
Code: Select all
main()
{
maps\mp\_load::main();
thread onConnect();
}
onConnect()
{
for(;;)
{
level waittill("connected", other);
other thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;;)
{
self waittill("spawned_player");
wait 0.5;
self takeAllWeapons();
self giveWeapon("kar98k_mp");
self switchToWeapon("kar98k_mp");
}
}