Hello,
Just wandering if your mod is capable of allowing Allies to choose Axis weapons and vice versa? If so, how can this be accomplished?
didnt i e-mail u:
anyway
it depends what u mean, if u mean they can choose a springfield and get a kar then yes. u can swap weapons.
If you mean choose either a kar or a springfield then no.
Hi there,
My email is not working correctly for some reason, so sorry I did not get that info. There is a post made at the "The Modding Theater" website using sorrids script. Can you please view that at this link:
http://www.modtheater.com/forum/showthread.php?t=26469&page=2&pp=15 and let me know if it can be possible to merge that and if so how? Bassically, according to his script, we can have either Axis or Allies weapons. This will be really appreciated if this can be done. BTW, thanks for your feedback.
u can merge it , i dunno whats hes changed, whatever he changed needs adding to teh states i got.
The only issue I had was the Mike torso files. His is not compatible with yours. I have a feeling that the solution is probably very simple, but yet hard to figure it out. Thanks again for your reply.
ask him what he added and i can say how to add it to mine
Ok, here is the part that was placed into the "mike_torso.st" file:
state SECONDARY_WEAPON_SELECT
{
movetype legs
states
{
AXIS_SECONDARY : +FORWARD
ALLIED_SECONDARY : +BACKWARD
STAND : KILLED
}
}
state AXIS_SECONDARY
{
movetype legs
entrycommands
{
exec sorrid/axissecondary.scr
}
states
{
STAND : KILLED
}
}
state ALLIED_SECONDARY
{
movetype legs
entrycommands
{
exec sorrid/alliessecondary.scr
}
states
{
STAND : KILLED
}
}
state WEAPON_SELECT
{
movetype legs
states
{
AXIS_GUN : +FORWARD
ALLIED_GUN : +BACKWARD
STAND : KILLED
}
}
state AXIS_GUN
{
movetype legs
entrycommands
{
exec sorrid/axisgun.scr
}
states
{
STAND : KILLED
}
}
state ALLIED_GUN
{
movetype legs
entrycommands
{
exec sorrid/alliesgun.scr
}
states
{
STAND : KILLED
}
}
state DEFINE_WEAPON
{
movetype legs
states
{
RAISE_WEAPON : IS_NEW_WEAPON "mainhand" "Shotgun"
SNIPER : IS_NEW_WEAPON "mainhand" "Springfield '03 Sniper"
SNIPER : IS_NEW_WEAPON "mainhand" "KAR98 - Sniper"
RIFLE : IS_NEW_WEAPONCLASS "mainhand" "rifle"
SMG : IS_NEW_WEAPONCLASS "mainhand" "smg"
MG : IS_NEW_WEAPONCLASS "mainhand" "mg"
HEAVY : IS_NEW_WEAPONCLASS "mainhand" "heavy"
RAISE_WEAPON : default
}
}
state SNIPER
{
movetype legs
entrycommands
{
exec sorrid/spawnedwithgun.scr "sniper"
}
states
{
STAND : KILLED
}
}
state RIFLE
{
movetype legs
entrycommands
{
exec sorrid/spawnedwithgun.scr "rifle"
}
states
{
STAND : KILLED
}
}
state SMG
{
movetype legs
entrycommands
{
exec sorrid/spawnedwithgun.scr "smg"
}
states
{
STAND : KILLED
}
}
state MG
{
movetype legs
entrycommands
{
exec sorrid/spawnedwithgun.scr "mg"
}
states
{
STAND : KILLED
}
}
state HEAVY
{
movetype legs
entrycommands
{
exec sorrid/spawnedwithgun.scr "heavy"
}
states
{
STAND : KILLED
}
}
//// ***** My comment
I added that to your torso file, ran it, and it works, but, I am getting a camper error report. So, I believe it should be executed in one of your settings. The question is what needs to be implemented. Also, heres the link to the file I used:
http://www.modtheater.com/forum/attachment.php?attachmentid=8095 Thanks in advance for your help, it is greatly appreciated.
whats the error you get?
you added it to nagle_aa_torso right? then it works but a error? whats the error?
*** UPDATED ***
I added it to "mike_torso" and that works. Then what I did for nagle_torso I added his line into yours and that did not work, but however, I then took his entire script and overwrite your nagle script and that works. The anticamper works, but the "time alive" and spawn protect does not work. The error I was getting when I added his line to your mike torso file was the follwing:
Their is a big problem with anti camper
the problem is probably due to text settings
If you can not fix, contact me www.mods-r-us.net
It seems to work perfectly when added to the nagle file, minus "time alive" and "spawn protect".
others things were not working also u just didnt know.
does admin pro work normaly? what game is this? AA right?
as well as the states he has there must be something else that triggers them states?
That error happens when the settings file can not give a correct state file and gives nil. usualy only happens if u have changed the setting sor the state file settings in advanced.txt in correctly. Not sure why u get that by adding to mike torso.
reason i ask does AP work normaly is because mike_torso should ne even be used.
Does sorrid have some sort of setting g_statefile cmd?
This what I found inside his mike torso file for "execution" purposes:
exec sorrid/checkplayer.scr
This part of the script that I posted earlier:
exec sorrid/axissecondary.scr
exec sorrid/alliessecondary.scr
exec sorrid/axisgun.scr
exec sorrid/alliesgun.scr
exec sorrid/spawnedwithgun.scr "sniper"
exec sorrid/spawnedwithgun.scr "rifle"
exec sorrid/spawnedwithgun.scr "smg"
exec sorrid/spawnedwithgun.scr "mg"
exec sorrid/spawnedwithgun.scr "heavy"
Also, is there a way I can send u his mike Torso file?
where is this added?
exec sorrid/checkplayer.scr
Inside his Mike_torso file is where I found exec sorrid/checkplayer.scr. Here is the spot:
state KILLED
{
movetype anim
entrycommands
{
nextpaintime -1 // allow all pain calls to work properly for death anim selection
exec sorrid/checkplayer.scr
}
states
{
EXPLOSION_KILLED : PAIN_TYPE "explosion"
EXPLOSION_KILLED : PAIN_TYPE "grenade"
EXPLOSION_KILLED : PAIN_TYPE "rocket"
KILLED_GENERIC : default
}
}
state KILLED_GENERIC
well that line needs adding in the same place in nagle
ALl the states that he has added need adding, all the states he has added things to, them added things need added to the same states in nagle, understand?
Does that just need to be edited or does an "exec" need to be placed in one of your files inside "settings" folder?
Well I figured it out and now everything works like a champ. I would like to point out that the newer admin pro mod is causing some players to crash to their desktop, prior to updating weapon select conversion. It usually happens when someone is on fire, another players goes near them and crash. Is that sound comming from the standard ubersound.scr or uberdialog.scr? Is there a way to mute that sound or change it?
which sound?
the fire sound?
you can find the fire code in global/ac/types.scr::fire
rem out playsound
i dunno why fire sound wud crash any1 and this is the first ive ehard it crashes ppl:S
does the game error or just vanish?>?
When ya get a chance, come on in at our AA server: 67.19.118.141 hosting your admin pro ver 1.12
Apparently when the individual goes on fire and someone goes near it crashes. It occurs sporactically and unplanned. I will let ya see whats wrong, also, this never happened with your earlier version. Thanks again for your help, it is greatly appreciated.
v.strange u crash
did u try without Foresight?
on my server it doesnt crash me:S
Did u use the settings for the right version?
Thanks Elgan,
For comming in and checking it out. I first used your newer version without adding new scripts to it, i used foresight, also used mefys script, and it crashed. Your older version did not crashed with using foresight and mefys script. I am going to turn off the camper mod in your newer version and see if that crashes me. I am glad that you checked it out yourself and saw what i was talking about, thank you again. Where u able to see what the error was by any chance?
i didnt find the error yet.
u say it happens even if camper mod is the ONLY mod on the server and no foresight ?
are u sure ur using settings file and folder from 1.12?
Heres what I did:
1. I used your older version with settings folder and uploaded it. I used the camper mod for that version only and everything worked perfectly without the added weapon select mod.
2. I decided to upgrade to your latest addition. I uploaded that with the new "setting" folder as well. *** removing the older version beforehand ***. I ran it for one week straight with camper and "Time" alive mod only (NO WEAPON SELECT MOD ADDED). During that one week, my clients were complaining of "crashing" to their desktops. I went ahead and decided to addon the "weapon select" mod anyways. It still crashed people to their desktops. I am going to revert back to the original, since I had no issues of clients "crashing" to their desktops.
Let me know what ya think.
i think i am really stuck:
What if I just send ya the file and have you give it a try? If so, where can I send it to?
i dont see how sending me the file wud help when i have admin pro :S
send if u want
i have the Mod , :S u said it happenbed before u messed with it and weapons select so:S
nP,
I noticed this code in your types.scr "local.player playsound fire_large", now you don't have any ubersound or uberdiag script files in your pack. So where exactly is the sound being drawn? I do see that you have a "sounds.scr" file. Here is an example of a code to call for sounds in your sound.scr:
local.master aliascache alarm_switch sound/mechanics/Mec_Switch_05.wav soundparms 1.5 0.0 1.0 0.0 800 3000 auto loaded maps level.mapname
Now I looked in there and I did not see anything asking for fire sound. Do you have that somewhere else besides "local.player playsound fire_large" that is located inside the "types.scr"?
what makes u think its the sound?
just try removing the sound then, see if that works as its the only thing i did add.
i have appeared to of missed the alias. However this shouldnt really matter:s it may be what is causing the crash though.
did any1 else find this?
Here's the problem if its not set up as alias, then it will call for the default sound from your stock setup. The stock setup does not call for that sound for all maps, only certain ones. Also, if clients are using soundfixes for sp maps, than it will conflict, however, if you set it up as an alias, then yours will overite all. I am reverting back to your old version with "weapon select" addon, also with no fire sound. I have to hand it to ya Elgan, very nice work on the admin pro. Keep up the good work.
but removing the sound stopped people crashing?
because playing a un aliased sound would not usualy crash a player. SO unless it's proven that it is it we still dont know.
Well I removed the play fire sound and no one is crashing, however, I used the older version with "weapon select". I will try your new version with "weapon select" and no play fire sound.
hm
ok , i will remove the fire sound for future updates then.
but it is weird because your server is the only one that crashes.
he does not have to have an alias for every sound ya know.
in the ubersound there is a cache for alot of sounds with names to use if u use those names then it will play without u having to alias it urself
from ubersound.scr
//================================================================================
//POSITIONAL AMBIENCES
//================================================================================
....
aliascache fire_small sound/amb/Amb_FireLoop_01.wav soundparms 1.0 0.0 1.0 0.0 160 1600 auto loaded maps "m4l2 m4l3 m5 m6l3c dm moh obj train"
aliascache fire_med sound/amb/fire.wav soundparms 1.2 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj train"
aliascache fire_large sound/amb/Amb_FireLoop_02.wav soundparms 1.0 0.0 1.0 0.0 400 6000 auto loaded maps "m4l2 m4l3 m5l1a m6l3c dm moh obj train"
see its the last one and its loaded up for all maps and everyone has that ubersound.scr
i dont see how playing a sound is crashing anyone. and i havent had a problem with AP crashing me either.
thats what i thought but he said without the sound players dont crash? Im thinking its his version of the game (server wise) but thats totaly barmy i dont know. :S
dont see why it wud crash and why it wud only crash him and why it makes a difference
On the newer version, it crashes. I noticed that if my clients have a sound fix for the single player maps, it would crash them. I took out my soundfix and everything seems to work fine with 1.12 ver. This is weird thinking the sounds have something to do with it. The admin pro 1.12 does work, it just conflicts with my soundfix.
thats odd because i didnt have a sound fix:S