ive been running adminpro abit now great bit of kit.
but i have had to turn the Parachute off cuz players keep going under the map.
i just added the jetpack to my adminpro.
i see if you try and go out the map you die :D.
any chance of showing me the text just for this.
so i may try and fix other maps.
maybe i can turn the Parachutes back on then
admin pro has a under the map detection with it but it dont kill no one, I dont know if the jetpack does.
If the jetpack does then its probably because of a big trigger. look in the script. A custom made new trigger would ave to be made for every map.
What your looking for is a kill trigger: dont know anything about admin pro sry, but heres the script ya wanted
killem:
local.kill1 = spawn trigger_multiple
local.kill1.origin = ( coords here )
local.kill1 setsize ( -40 -40 -20 )
local.kill1 waittill trigger
local.kill1 setthread die
local.kill1 message "I Died For Being Out Of Bounds :("
local.kill1 delay 0
end
ps post your admin pro questions here...
http://www.mods-r-us.net/forums.php?m=posts&q=1932 oops posted at same time elgan
thx viper but is this right ??
i only get the text coming up
thread killem
end
killem:
local.kill1 = spawn trigger _multiple
local.kill1.origin = ( -622 -1802 20.88 )
local.kill1 setsize ( -40 -40 -20 )
local.kill1 waittill trigger
local.kill1 setthread die
local.kill1 message "I Died For Being Out Of Bounds :("
local.kill1 delay 0
end
this the text i found for the jetpack mod
could cobra put some light on it plz
i think this what i could do with it looks like it covers the whole map
thread _trigSet "trig_touch" 0 "kill" -1354.18 5128.88 -511.77 6000 -949.29 -511.88
thread _trigSet "trig_touch" 0 "ciact" -1354.18 5128.88 -511.77 6000 -949.29 -511.88
//--------------------------------------------------------------------
_trigSet local.type local.wtime local.action
local.x1 local.y1 local.z1
local.x2 local.y2 local.z2
:
thread level.mam_f_utils::debug 0 "_trigSet |" local.type "|"
local.wtime "|" local.action "|"
local.x1 "," local.y1 "," local.z1 "|"
local.x2 "," local.y2 "," local.z2 "| -------"
switch ( local.type )
{
case "trig_touch":
case "trig_use":
case "trig_fire":
case "trig_mg":
local.trigObj = spawn trigger_multiple
break
default:
end
}
local.x1 = float( local.x1 ) ; local.x2 = float( local.x2 )
local.y1 = float( local.y1 ) ; local.y2 = float( local.y2 )
local.z1 = float( local.z1 ) ; local.z2 = float( local.z2 )
// Make sure coords are in right order
if ( local.x1 > local.x2 )
{
local.x = local.x1 ; local.x1 = local.x2 ; local.x2 = local.x
}
if ( local.y1 > local.y2 )
{
local.y = local.y1 ; local.y1 = local.y2 ; local.y2 = local.y
}
if ( local.z1 > local.z2 )
{
local.z = local.z1 ; local.z1 = local.z2 ; local.z2 = local.z
}
local.trigObj.origin = ( local.x1 local.y1 local.z1 )
local.trigObj setsize ( 0 0 0 ) ( ( local.x2 local.y2 local.z2 ) -
( local.x1 local.y1 local.z1 ) )
local.trigObj delay ( float( local.wtime ) )
if ( level.mam_debug > 80 )
local.trigObj message
( "I'm in brush #" + local.trigObj.entnum )
local.trigObj setthread "_trigAction"
local.trigObj.ham_type = local.type
local.trigObj.ham_action = local.action
for ( local.i = 1; local.i <= level.mam_sv_maxclients; local.i++ )
{
local.trigObj.ham_team[ local.i ] = ""
local.trigObj.ham_time[ local.i ] = 0
}
end
//----------------------------------------------------------------------------
_trigAction:
local.player = parm.other
if ( ( self.ham_type == "trig_use" ) &&
( ! local.player.useheld ) )
end
if ( ( self.ham_type == "trig_fire" ) &&
( ! local.player.fireheld ) )
end
local.playerId = local.player.entnum + 1
thread level.mam_f_utils::debug 80 "Trig: Player #" local.playerId
" brush = " self.entnum
" action = " self.ham_action
local.team = self.ham_team[ local.playerId ]
local.time = self.ham_time[ local.playerId ]
if ( ( local.team != "" ) &&
( local.team != local.player.dmteam ) &&
( ( level.time - local.time ) < 30.0 ) )
{
local.tmChange = 1
}
else
{
local.tmChange = 0
self.ham_team[ local.playerId ] = local.player.dmteam
self.ham_time[ local.playerId ] = level.time
}
if ( self.ham_type == "trig_mg" )
{
if ( local.tmChange == 0 )
end
}
switch ( self.ham_action )
{
case "hurt1": local.player hurt 1 ; break
case "hurt5": local.player hurt 5 ; break
case "hurt10": local.player hurt 10 ; break
case "hurt25": local.player hurt 25 ; break
case "hurt50": local.player hurt 50 ; break
case "die": local.player hurt 10000 ; break
case "kill": local.player kill ; break
case "respawn": local.player respawn ; break
case "weapnext":local.player weapnext ; break
case "weapdrop":local.player weapdrop ; break
case "holster": local.player safeholster 1 ; break
case "stand": local.player modheight stand ; break
case "duck": local.player modheight duck ; break
case "ciact": thread outofbounds local.player ; break
case "warn": thread sendwarning local.player ; break
default: local.player stufftext self.ham_action ; break
}
end
//-----------------------------------------------------------------------------
outofbounds local.player:
local.string = (getcvar ciact)
if(local.string == "X" || local.string == "x")
local.string = ""
local.string = (local.string + "k" + local.player.entnum + ";")
setcvar ciact local.string
local.player stufftext "say Sorry - I Tried To Get Under The Map!"
iprintln "ATTENTION: Out of Bounds Player Detected!"
end
{
local.player = $player[local.i]
local.player gravity 1 //Resets the gravity
yessss!
}
hey i want to make spot kicht and a paratroop mod for mohaa like the T1L1 from spearhead can you gays help me please !!!!!!!!!!!!!!!!!!! i want to make a paratroop clan
kicht = licht
gays = guys?
Sure - download T1L1 from the mod files section