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Messages - Vince

#1
MOHAA Series: General / no bind key, admin pro
April 08, 2006, 10:46:56 PM
something important getting overridden?

   

   oh wait.... you put those fancy A's in there didnt ya!
#2
band of brothers server in the states is running my m4l2... but made by gen rooster?  hmmm  dont really matter to me.. kinda sad though
#3
MOHAA Series: General / Hacking Clan
February 28, 2006, 07:40:25 AM
lol rob yer right - he should just get all the fixes ;)
#4
General Chat / FPS 15 or 20
February 21, 2006, 06:04:05 PM
:D
#5
MOHAA Series: General / MoH.Vietnam 1.1
February 21, 2006, 08:30:18 AM
hmmm, maybe you could post where you got the mod so we can take a look?
#6
General Chat / FPS 15 or 20
February 21, 2006, 02:52:20 AM
she looks like Ike dont she? lol
#7
General Chat / FPS 15 or 20
February 21, 2006, 02:50:54 AM
http://img498.imageshack.us/img498/339/babyjess7av.jpg" alt="" />

   

   Baby Jessica. 7lbs 8oz.
#8
General Chat / FPS 15 or 20
February 20, 2006, 11:09:56 PM
i was just about to make em start explaining that. I have dual xeons and i just changed the fps from 0 to 20, 20 to 30, all the way up to 80, and it did absolutely nothing to anyones connection, or to fps or server lag.
#9
MOHAA Series: General / help!
February 11, 2006, 10:17:13 PM
hmm, seems my server is on the fritz... went to try and use CI, got tons of MAM errors and rcon doesnt work :((

   

   everything in the ftp is fine, as it has been for a while. I deleted all the CI paks and files, and tried again and nothing... anyone know whats up?
#10
MOHAA Series: General / New gametype idea
February 10, 2006, 01:22:02 PM
not looking for errors really. More looking for effeciency improovements. In my version, i force you to holster before using my bomb, however... i couldnt just stufftext holster to any one using... I run around holstered myself, and if i went to use it, it would unholster me.

   

   So elgan lent me a weapon check script and i only stufftext those who arent holstered.

   

   oh and I beleive i will be finishing this mod. Rob care to add a touch? there are a few things i cant do. PM me m8.
#11
MOHAA Series: General / New gametype idea
February 09, 2006, 07:14:49 AM
anyway, mind proofreading the script above? I may pick it back up.
#12
MOHAA Series: General / New gametype idea
February 09, 2006, 05:18:59 AM
lol rob, they lost interest :((
#13
MOHAA Series: General / New gametype idea
February 05, 2006, 10:06:04 AM
I was going to use this for my headquarters mod, but i dropped it. Thread it like a bomb thinker. Put your spawns you want to switch underneathe the newly spawned pulse bomb in the bomb_explode thread.

   

   
/*
   Logic For HeadQuarters based deathmatches.
   
   Scripting by Vince {sfx}
   
   Script based off of original obj_dm.scr
   
   */
   
      //***********************************************
      // initialization thread...
      //***********************************************
   
      hq_base_thinker level.base_name level.hometeam:
   
      //level.bomb_defuse_time = 30
      //level.bomb_set_time = 30
      //level.bomb_tick_time = 10
      //level.bomb_use_distance = 128
      //level.bombusefov = 30
   
      level.Regain_Base_Time = 30
      level.Claim_Base_Time = 30
      level.Defend_Claim_Time = 10
      level.Use_Distance = 128
      level.BombUseFov = 30
   
      level.subtitleX = 100
      level.subtitleY = 50
   
      //println "----------------HeadQuarters-{sfx}-----------------"
      //println "self = " self
      //println "level.hometeam = " level.hometeam
      //println "self.trigger_name = " self.trigger_name
      //println "level.base_name = " level.base_name
      //println "level.spawn_names = " level.spawn_names
      //println "self.sound = " self.sound
      //println "self.beamset = " self.beamset
      //println "----------------HeadQuarters-{sfx}-----------------"
   
      self rotatex 72
      self rotatey 95
      self rotatez 80
      self notsolid
   
      self.live = 0
      self.target.collisionent = self.target.target
   
      self.trigger_name waittill trigger
   
      thread bomb_waittill_set
   
      end
   
   //***********************************************
   // first thread... makes base wait to be taken.
   //***********************************************
   
   
   bomb_waittill_set:
   
   self model items/pulse_explosive.tik
   self notsolid
   
   while ( $(self.trigger_name) )
      {
         //println "waittill trigger " self.trigger_name
         self.trigger_name waittill trigger
         local.player = parm.other
   
         if(level.hometeam != NIL)
         {
         level.planting_team = level.hometeam
   
         if(level.planting_team == allies)
         {
         level.defusing_team = axis
         }
         if(level.planting_team == axis)
         {
         level.defusing_team = allies
         }
         }
         else
         {
         thread dmcheck
         }
   
   self notsolid
   
   if (local.player.dmteam != level.planting_team)
      {
         goto bomb_waittill_set
         println "failed dmteam check" local.player.dmteam
      }
   
      local.counter = 0
   
      while ( (Isalive local.player) && (local.player cansee self level.BombUseFov level.Use_Distance) && (local.player.useheld == 1) )
      {
   
         local.player waitexec global/weapcheck.scr
         if ( (local.counter == 0) && (local.player.holstered == 1) )
         local.player stopwatch (level.Claim_Base_Time * .1)
         local.counter++
         wait .1
         if (local.counter >= level.Claim_Base_Time)
            {
               if (level.planting_team == "allies")
               self playsound dfr_objective_o
               else
               self playsound den_objective_o
               thread bomb_waittill_defuse
               thread bomb_waittill_explode
               exec global/hud.scr ("The " + level.base_name + " is being taken by the " + level.planting_team + "!")
               self.live = 1
               end
            }
      }
   
   if (local.counter > 0)
   
   local.player stopwatch 0
   }
   
   end
   
   
   //***********************************************
   // second thread... controls opposing team defusing a capture attempt
   //***********************************************
   
   bomb_waittill_defuse:
   while ( $(self.trigger_name) )
   {
   self.trigger_name waittill trigger
   
      local.player = parm.other
   
      self notsolid
   
      //"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
      if (local.player.dmteam != level.defusing_team)
      {
         println "failed dmteam check" local.player.dmteam
         goto bomb_waittill_defuse
      }
   
   
      local.counter = 0
      while ( (Isalive local.player) && (local.player cansee self level.BombUseFov level.Use_Distance) && (local.player.useheld == 1) )
      {
   local.player waitexec global/weapcheck.scr
         if ( (local.counter == 0) && (local.player.holstered == 1) )
            local.player stopwatch (level.Regain_Base_Time * .1)
         local.player exec global/weapcheck.scr
   
         local.counter++
   
         wait .1
         if (local.counter >= level.Regain_Base_Time)
         {
            exec global/hud.scr ( "The " + level.base_name + " has been reclaimed by the " + level.defusing_team + "!" )
            if (level.defusing_team == "allies")
               self playsound dfr_diffused_d
            else
               self playsound den_diffused_d
            thread bomb_waittill_set //start first thread again
            self.live = 0
            end
         }
      }
      if (local.counter > 0)
         local.player stopwatch 0
   
      local.player stufftext "holster"
   
   local.player.dmteam = level.defusing_team
   }
   end
   
   
   //***********************************************
   // third thread... times the base and
   //***********************************************
   bomb_waittill_explode:
   
      self model items/explosive.tik
      self playsound plantbomb
      self notsolid
   
      local.player = parm.other
      if (local.player.holstered == 1)
      {
      local.player stufftext ""
      }
      else
      {
      local.player stufftext "holster"
      }
   
      self loopsound bombtick
   
      local.start_time = level.time
      while (level.time < (local.start_time + level.Defend_Claim_Time) )
      {
         wait .1
         if (self.live != 1)
         {
            self stoploopsound
            end
         }
         if (level.time == (local.start_time + level.Defend_Claim_Time - 10) )
         {
            self stoploopsound
            self loopsound final_countdown
         }
       }
       self stoploopsound
      thread bomb_explode
   end
   
   bomb_explode:
   
      local.bomb = spawn script_model
      local.bomb model "items/pulse_explosive.tik"
      local.bomb.origin = self.origin
      local.bomb.angles = self.angles
      local.bomb.targetname = ("new" + self.entnum)
      local.bomb.trigger_name = self.trigger_name
      local.bomb.target = self.target
      local.bomb.scale = self.scale
      local.bomb rotatex 90
      local.bomb rotatey 100
      local.bomb rotatez 80
      local.bomb notsolid
   
      self delete
   
      exec global/hud.scr ( "The " + level.base_name + " has been taken by the " + level.planting_team + "!" )
   
      if(level.planting_team == allies)
      {
   
         $axis_guy hide
         $allied_guy show
         level.tileshader = "textures/hud/allies"
         $("new" + self.entnum) thread bomb_thinker_2 axis allies
   
      }
      else
      {
   
         $axis_guy show
         $allied_guy hide
         level.tileshader = "textures/hud/axis"
         $("new" + self.entnum) thread bomb_thinker_2 allies axis
   
      }
   
      //delay to avoid glitches in map ending/players leaving etc...
      wait 0.5
   end
   
   bomb_thinker_2 local.planting_team local.defusing_team:
   
      level.planting_team = local.planting_team
      level.defusing_team = local.defusing_team
   
      //println "----------------HeadQuarters-{sfx}-----------------"
      //println "Bomb_thinker_2 init"
      //println "level.planting_team = " level.planting_team
      //println "level.defusing_team = " level.defusing_team
      //println "----------------HeadQuarters-{sfx}-----------------"
   
      self notsolid
      self.target.collisionent = self.target.target
      self.trigger_name waittill trigger
      thread bomb_waittill_set_2
   
   
   end
   
   //***********************************************
   // first thread... controls allies using the trigger
   //***********************************************
   
   
   bomb_waittill_set_2:
   
   
   while ( $(self.trigger_name) )
   {
   println "waittill trigger " self.trigger_name
   self.trigger_name waittill trigger
      local.player = parm.other
   
      self notsolid
   
           if (local.player.dmteam != level.planting_team)
      {
         goto bomb_waittill_set_2
         println "failed dmteam check" local.player.dmteam
      }
   
      local.counter = 0
      while ( (Isalive local.player) && (local.player cansee self level.BombUseFov level.Use_Distance) && (local.player.useheld == 1) )
      {
      local.player waitexec global/weapcheck.scr
         if ( (local.counter == 0) && (local.player.holstered == 1) )
   
            local.player stopwatch (level.Claim_Base_Time * .1)
   
         local.counter++
   
         wait .1
         if (local.counter >= level.Claim_Base_Time)
         {
   
            if (level.planting_team == "allies")
               self playsound dfr_objective_o
            else
               self playsound den_objective_o
            thread bomb_waittill_defuse_2
            thread bomb_waittill_explode
            exec global/hud.scr ( "The " + level.base_name + " is being taken by the " + level.planting_team + "!" )
            self.live = 1
            end
         }
      }
      if (local.counter > 0)
         local.player stopwatch 0
   
   
   }
   
   end
   
   bomb_waittill_defuse_2:
   while ( $(self.trigger_name) )
   {
   self.trigger_name waittill trigger
   
      local.player = parm.other
   
      self notsolid
   
      if (local.player.dmteam != level.defusing_team)
      {
         println "failed dmteam check" local.player.dmteam
         goto bomb_waittill_defuse_2
      }
   
   
      local.counter = 0
      while ( (Isalive local.player) && (local.player cansee self level.BombUseFov  level.Use_Distance) && (local.player.useheld == 1) )
      {
         local.player waitexec global/weapcheck.scr
         if ( (local.counter == 0) && (local.player.holstered == 1) )
         local.player stopwatch (level.Regain_Base_Time * .1)
   
         local.counter++
   
         wait .1
         if (local.counter >= level.Regain_Base_Time)
         {
            exec global/hud.scr ( "The " + level.base_name + " has been reclaimed by the " + level.defusing_team + "!" )
            if (level.defusing_team == "allies")
               self playsound dfr_diffused_d
            else
               self playsound den_diffused_d
            thread bomb_waittill_set_2 //start first thread again
            self.live = 0
   
            end
         }
      }
      if (local.counter > 0)
         local.player stopwatch 0
   
      local.player stufftext "holster"
   }
   end
   
   //variables:
   //waittill spawn
   //level.planting_team = level.new_planting_team
   //level.defusing_team = level.new_using_team
   //end
   
   
   
   
   dmcheck:
   
      local.player = parm.other
      if(local.player.dmteam == allies)
      {
      level.planting_team = allies
      level.defusing_team = axis
      }
   
      if(local.player.dmteam == axis)
      {
      level.planting_team = axis
      level.defusing_team = allies
      }
   
   end
#14
MOHAA Series: General / HeadQuarters Update
January 14, 2006, 06:17:47 AM
been plugging along with the HQ mod. Here some Screenshots.

   The bomb floats and spins much like elgans planes do.

   You must be holstered to claim a HQ, and when you claim it you are attached to a player slot

   with three of AlienX's remote useable flakks and must defend it for 25 seconds.

   

   

   

   *********************************************

   An unclaimed base.

   

   http://img291.imageshack.us/img291/1851/unclaimed8lt.jpg" alt="" />

   

   

   A Base Controlled by allies but being overrun by axis...

   

   http://img291.imageshack.us/img291/1782/alliesbomb20fa.jpg" alt="" />

   

   

   Right after axis capture a base. (ty to Elg for the HuD)

   

   http://img291.imageshack.us/img291/2187/axis8ms.jpg" alt="" />

   *********************************************
#15
MOHAA Series: General / It came to me at work...
January 09, 2006, 06:37:24 AM
I've seen a variety of serverside bsp mods, nothing major, just changing a texture or two. But at work today i thought of something, If a bsp can be changed and remain serverside as long as the size doesnt change, is there anything stopping some one from going in... targetnaming say... a door, and scripting it out? I'm just not positive it would show to the clients.

   

   Has this been explored? Anyhow, even if i wanted to develop this further i can't, Mbuilder never works for me lol.