09-24-2007, 12:26 AM | #21 |
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2 dolla
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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09-25-2007, 07:09 AM | #22 |
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So, how does one go about making a bag which only gives concs (and not, say, mirvs)?
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09-26-2007, 05:33 PM | #23 |
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is it possible to make it where rockets dont explode or dissappear unless they hit the player?
it would be very nice for a map i have ready.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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09-26-2007, 05:49 PM | #24 | |
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Quote:
Code:
----------------------------------------------------------------------------- -- concpack -- give gren2s to scout/medic only (backpack-based) ----------------------------------------------------------------------------- concpack = genericbackpack:new({ gren2 = 4, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Grenades }) function concpack:dropatspawn() return false end function concpack:touch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) local class = player:GetClass() if class == Player.kScout or class == Player.kMedic then genericbackpack.touch(self, touch_entity) end end end blue_concpack = concpack:new({touchflags = AllowFlags.kOnlyPlayers,AllowFlags.kBlue}) red_concpack = concpack:new({touchflags = AllowFlags.kOnlyPlayers,AllowFlags.kRed}) yellow_concpack = concpack:new({touchflags = AllowFlags.kOnlyPlayers,AllowFlags.kYellow}) green_concpack = concpack:new({touchflags = AllowFlags.kOnlyPlayers,AllowFlags.kGreen}) Adjust the gren2 = 4 value if you don't want to give full concs. You could add the other health/ammo types in as well if desired. Just place your info_ff_script as "concpack" or "team_concpack". |
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09-26-2007, 07:07 PM | #25 | |
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Quote:
anybody gonna take this challenge? come'on where's the hard core coders at? to give you better insight on what im trying to do is i dont want civi's taking damage from the rocket blast near him i only want him to get damage if he is directly hit with the rocket.
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09-26-2007, 07:49 PM | #26 | |
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Quote:
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09-26-2007, 08:07 PM | #27 |
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any way around it?
like not blowing up on walls/floors are some kind of brush entity?
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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09-26-2007, 08:30 PM | #28 | |
Nutcracker
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Quote:
Code:
remover = trigger_ff_script:new({ }) function remover:allowed( allowed_entity ) if IsPlayer(allowed_entity) or IsDispenser(allowed_entity) or IsSentrygun(allowed_entity) then return EVENT_DISALLOWED end return EVENT_ALLOWED end If you don't add the lua code and walk through it, the server crashes when it tries to remove the player entity Also I think if it removes a sentry gun or a dispenser, it can't probably be created again as it isn't "killed", but "removed". I tested this in my map and the remover didn't remove my info_ff_script flag entity even though I didn't disallow it for the trigger_remover. Side note: Why can't we have seperate LUA forum and Mapping forum so we don't need to spend hours when we try to find posts from the mapping forum? |
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09-26-2007, 08:50 PM | #29 |
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sweet i'll try it. as long as it removes rockets and allows players it'll work.
its only soldiers and civis. civis get points the longer they stay alive and red and blue(sollys) get points for kills. yellow has to dodge rockets. the tfc version was fun but ppl started shooting the walls/ceiling and floor instead of direct hit like i wanted it to be. thanks man i'll add it to the lua this evening and let you know if it works.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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09-26-2007, 10:54 PM | #30 |
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Thanks! I wasn't using a local variable to get the player class. Instead I had a player.GetClass() as the conditional.
Anyone know a way to do this? http://www.fortress-forever.com/foru...ad.php?t=11748 Or even simpler, anyone know how to make a clipping brush while only blocks thrown flags? (ie, makes them bouce off or something..) Any additional help would be greatly appreciated, since it will allow me to finally release this map. |
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09-26-2007, 10:57 PM | #31 | |
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Quote:
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09-26-2007, 11:44 PM | #32 | |
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Quote:
DUDE!!! works perfect! thanks a shit load man!
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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09-26-2007, 11:54 PM | #33 |
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i'm trying to get a steady resupply of rockets for the soldiers is this correct?
Code:
function RestockPlayer(player_entity, eventName) if IsPlayer(player_entity) then local player = CastToPlayer(player_entity) player:AddAmmo(Ammo.kRockets, 400) else RemoveSchedule(eventName) end end
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09-26-2007, 11:56 PM | #34 | |
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Quote:
Let me explain explicitly: I am finishing up the remake of congestus, and one of the centerpieces of this map is the large air jet in the flagroom. There is a beta version which I leaked last week floating around (with the suffix _beta) which has several key differences from the final version I have on my hard drive now, including bug fixes and visual/aesthetic improvements. The single largest problem occurs when a player throws the flag into the air jet. In TFC, the flag would float up and be within the grasp of any respectable offender (or more likely it would just slowly float off of the air jet as it bounced up and down). In the FF version however, the flag sinks right to the bottom and is exceedingly difficult to reach against any competent defender. Now, there are two solutions: 1.) Implement a trigger_push-like entity in the LUA which affects only the red and blue flags and overlay the new entity on the existing trigger_push. Mulchman offered a hypothetical solution to this problem, but I'm afraid I am not familiar enough with the LUA to actually code it in. 2.) Implement some clip brush which blocks only flags and use it to cover the surface of the air jet, effectively making it impossible to throw the flag into it. (it would just bounce off) In my opinion, option two would be a much simpler solution to this obnoxious problem. Sorry if tl;dr. |
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09-27-2007, 12:37 AM | #35 | |
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Quote:
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09-27-2007, 12:31 PM | #36 |
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come on....
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09-27-2007, 12:46 PM | #37 | |
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Quote:
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09-27-2007, 09:26 PM | #38 | |
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Quote:
somebody please let me know whats wrong with this.
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09-27-2007, 09:59 PM | #39 |
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Are you trying to restock an individual player when a certain event happens or do you want to restock all players every x seconds?
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09-27-2007, 10:09 PM | #40 |
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i would like to restock all soldiers(all teams) every second or so yes.
i know nothing about LUA and i pulled this part out of my sgwar LUA somebody made for me. i thought that is what was restocking the engys.
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