Hi there,
I have downloaded 3 mods from this site, the Airstrike mod, the Drivable Tank mod, and the Carrible 30 cal MG mod. But I can't seem to get them to work! I do know that I have to look for some .map file in my main, but when I go to my main there is just a few .pk3's. As for the Tank and the Airstrike, I've already loaded them in, but I don't no how to use them, by any chance would there be a concole command or a certain button to press?
Thanks Alot and I love the site!
ummm i havent looked through the pk3s but from what im readin it sounds like they will work just fine as is.
as far as the tanks go, i beleive they are spawned via execution...
so
exec global/blah.scr ( x y z )
or something along those lines.
use pakscape, or winrar or winzip to open the pk3 files, and notepad to open the scr files.
the airstrike mod most likely works off of a cvar, which needs to be activated.
g_airstrikeactivation 1 // 1 or 0 to toggle on or off
and as far as the 30 cal, uhhh that sounds like a mod you would have to give some one, ie rcon client30cal (client# retreived from status) unless it could be spawned some where with i trigger around it.
well hope that helped, if not get in touch with our resident pirate cobra
or any of our other fine sfx members.
Instructions are included with most mods - other you usually press use on a tank to get in it etc - experiment (btw the tank is spawned in mohdm2 so you need to load that map)
The 30cal you have to spawn into a map to use it
Thanks Guys, but I just tried that one with the Airstrike, and I have more questions.
1. When I put that command in concole, i put rcon set g_airstrikeactivation 1, right?
2. If it activates, how will I know?
3. How do I even do it, do I take out my binocs and hit use or fire1 or something?
Now that i have asked those I have two more problems on hand. I downloaded the Paracute Trooper mod so that the one guy spawns out of the air.
1. Do I need to set a location like the MG's for the spawn?
2. Is there a concole command to activate it?
I also downloaded the spec music, now that one can't be hard but it turns out that I'm a nub, sooooo......
1. Is there a concole command, if so what is it?
2. Do I have to set my own music?
By the way, on the Destroyed Village, the only Tank I can see is the Broken down one that is there every map, and i didnt get the command for spawning that at all! What should I do about it?
Thanks, and sorry if my nubness is a pain in the ass, Your welcom any time in my server! (IP BELOW)
Sorry it would take too much time to explain, perhaps you need to look into starting scripting to get the feel
They usually have instructions in the scr file btw
Well, ok. Thanks alot for your help!
But can anyone atleast answer my question about the Airstrikes?
I just tried that one with the Airstrike, and I have more questions.
1. When I put that command in concole, i put rcon set g_airstrikeactivation 1, right?
2. If it activates, how will I know?
3. How do I even do it, do I take out my binocs and hit use or fire1 or something?
Like i said... instructions are usually in the scr file ...
USAGE: exec global/BINOCULAR_AIRSTRIKE.scr::BINOCULAR_AIRSTRIKE <origin> <angles> after level waittill spawn.
IE: map dm/mohdm1: exec global/BINOCULAR_AIRSTRIKE.scr::BINOCULAR_AIRSTRIKE ( 298.64 475.75 384.13 ) ( 0 0 0 )
To use press use on static Binocular's, then anywhere in map select binoculars and hold fire on a target to call a airstrike on
that target !
NOTE: if you experience any problems with bombs not hitting there targets, it is because of clipping,skybox or entities that dont react or interfere with the targeting system.
Then simply go to the coords and grab the binoculars and have some fun
Airstrikes binoculars as loadout
i would like to know if it's possible to make the Airstrikes binoculars allready available when you spawn i mean not having to walk to a coords to pick the spining bino ?? so this way if you use your bino & press fire you call a airstrike right away
Thx
Could someone maybe upload the mod?.I saw this in phils mods pack but the links broke so cant get hold of it :con
Do you think it would be wise everyone calling in Airstrikes Prostock? Sounds like it would lag to me if everyone is sending bombers in.
They are given to you at a trigger, perhaps make the trigger levelwide and make it a trigger_multipleall and do a player check to see if they already have it
Mool ...
/*
Phil {sfx} - 2005
E-mail:
website: www.mods-r-us.net
Usage: exec global/BINOCULAR_AIRSTRIKE.scr::BINOCULAR_AIRSTRIKE <origin> <angles> after level waittill spawn.
ie: map dm/mohdm1:
exec global/BINOCULAR_AIRSTRIKE.scr::BINOCULAR_AIRSTRIKE ( 298.64 475.75 384.13 ) ( 0 0 0 )
To use press use on static Binocular's, then anywhere in map select binoculars and hold fire on a target to call a airstrike on
that target !
NOTE: if you experience any problems with bombs not hitting there targets, it is because of clipping,skybox or entities that dont react
or interfere with the targeting system.
*/
BINOCULAR_AIRSTRIKE local.ORIGIN local.ANGLES:
local.master = spawn ScriptMaster
local.master aliascache bombing sound/WEAPons/explo/Exp_LeadIn_11.wav soundparms 0.9 0.2 0.7 0.5 160 9000 auto loaded maps "m moh obj dm team "
local.master aliascache go_stuka sound/vehicle/M1_StukaIdle.wav soundparms 1.5 0.5 2.0 0.5 2000 1000 item loaded maps "m dm moh obj train "
local.master alias dfr_m3l3_346k1 sound/dialogue/M3L2/A/dfr_m3l3_346k.wav soundparms 1.0 0.0 1.0 0.0 300 1000 dialog streamed subtitle "Roger. Target acquired." maps "m moh obj dm team "
local.master aliascache binoc_boom sound/weapons/explo/exp_dirt_01.wav soundparms 0.8 0.3 0.7 0.4 1000 8000 weapon loaded maps "m dm moh obj train "
local.BINOCULARS = spawn script_model
local.BINOCULARS model "models/items/binoculars.tik"
local.BINOCULARS.origin = local.ORIGIN
local.BINOCULARS.angles =local.ANGLES
local.BINOCULARS scale 1
local.BINOCULARS rotatey 55
local.BINOCULARS notsolid
local.BINOCULARS_TRIGGER = spawn trigger_use
local.BINOCULARS_TRIGGER.origin = local.ORIGIN
local.BINOCULARS_TRIGGER.angles = local.ANGLES
local.BINOCULARS_TRIGGER setsize "-25 -25 0" "25 25 25"
local.BINOCULARS_TRIGGER message "Two Airstrikes Obtained!"
local.BINOCULARS_TRIGGER setthread GIVE_BINOCULARS
end
GIVE_BINOCULARS:
local.PLAYER = parm.other
if (local.PLAYER.SET==2)
{
local.PLAYER iprint "You Have 2 Airstrikes Left!" 1
end
}
if (local.PLAYER.SET==1)
{
local.PLAYER iprint "You Have 1 Airstrike Left!" 1
end
}
local.PLAYER.SET = 2
wait 2
local.PLAYER iprint "Target A Spot With The Binoculars," 1
local.PLAYER iprint "Then Hold Fire To Call A Airstrike!" 1
local.PLAYER thread DEAD_OR_ALIVE
while ((isalive local.PLAYER) && (local.PLAYER.SET==1) || (local.PLAYER.SET==2))
{
local.NUMBER = randomint 5000
local.PLAYER weaponcommand dual targetname ("WEAP" + local.NUMBER)
local.WEAP = $("WEAP" + local.NUMBER)
if (local.WEAP.model==models/items/binoculars.tik)
{
if (local.PLAYER.fireheld==1)
{
local.PLAYER playsound dfr_m3l3_346k1
local.FWDS_VECTOR = angles_toforward local.PLAYER.viewangles
local.START_SPOT = local.PLAYER gettagposition "Bip01 Head"
local.TARGET_SPOT = trace (local.START_SPOT + local.FWDS_VECTOR * 64) (local.START_SPOT + local.FWDS_VECTOR * 22000) 0
local.BKWDS = local.PLAYER.forwardvector * 3000
local.BKWDS = ( 0 0 0 ) - local.BKWDS
local.FWDS = local.PLAYER.forwardvector * 3000
local.FWDS = ( 0 0 0 ) + local.FWDS
local.BOMB_DROP_POSITION = (local.TARGET_SPOT + ( 0 0 900))
local.BOMBER_START = (local.BOMB_DROP_POSITION + local.BKWDS)
local.BOMBER_FINISH = (local.BOMB_DROP_POSITION + local.FWDS)
local.BOMBER_ANGLES = ( 0 (local.PLAYER.viewangles[1]) 0 )
local.BOMB_ANGLES = local.BOMBER_ANGLES + ( 0 90 0 )
wait 3
local.BOMBER = spawn script_model
if (local.PLAYER.dmteam=="axis")
{
local.BOMBER model "models/vehicles/stuka_fly.tik"
}
else if (local.PLAYER.dmteam=="allies")
{
local.BOMBER model "models/vehicles/p47fly.tik"
}
local.BOMBER.origin = local.BOMBER_START
local.BOMBER.angles = local.BOMBER_ANGLES
local.BOMBER speed 800
local.BOMBER notsolid
local.BOMBER moveto local.BOMB_DROP_POSITION
local.BOMBER loopsound go_stuka
local.BOMBER waitmove
thread BOMBING local.PLAYER local.TARGET_SPOT local.BOMB_ANGLES local.BOMBER local.BOMB_DROP_POSITION
local.BOMBER moveto local.BOMBER_FINISH
local.BOMBER waitmove
local.BOMBER stoploopsound
local.BOMBER remove
}
}
wait 0.3
}
end
DEAD_OR_ALIVE:
while (isalive self)
wait 0.3
if ((self.SET==1) || (self.SET==2))
{
self.SET = 0
end
}
end
BOMBING local.PLAYER local.TARGET_SPOT local.BOMB_ANGLES local.BOMBER local.BOMB_DROP_POSITION:
local.BOMB_BKWDS = local.BOMBER.forwardvector * 500
local.BOMB_BKWDS = ( 0 0 0 ) - local.BOMB_BKWDS
local.BOMB = spawn script_model
local.BOMB model "ammo/us_bomb.tik"
local.BOMB.origin = (local.BOMB_DROP_POSITION + local.BOMB_BKWDS)
local.BOMB.angles = local.BOMB_ANGLES
local.BOMB rotatex (local.BOMB.origin[2] * 200)
local.BOMB notsolid
local.BOMB playsound bombing
local.BOMB physics_on
local.SUM = local.BOMB_DROP_POSITION[2] - local.TARGET_SPOT[2]
local.SUM1 = 900 - local.SUM
local.VEL = local.SUM / 2.62
local.BOMB.velocity = (( 0 0 0 ) + local.BOMBER.forwardvector * local.VEL)
thread BOMB_RUN local.BOMB local.PLAYER
end
BOMB_RUN local.BOMB local.PLAYER:
local.BOMB waittill touch
for (local.PN=1;local.PN <= $player.size;local.PN++)
{
if (vector_within local.BOMB.origin $player[local.PN].origin 300)
{
$player[local.PN] damage local.PLAYER 100 local.BOMB (0 0 0) (0 0 0) (0 0 0) 0 1 rocket -1
}
}
exec global/model.scr local.BOMB.origin "models/emitters/explosion_bombdirt.tik"
local.BOMB playsound binoc_boom
radiusdamage local.BOMB.origin 300 600
local.BOMB remove
if (local.PLAYER.SET==2)
{
local.PLAYER.SET = 1
end
}
if (local.PLAYER.SET==1)
{
local.PLAYER.SET = 0
end
}
end
cheers Cobra:D