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Messages - acdc

#1
MOHAA Series: General / Under the Map : Help
December 31, 2005, 12:31:34 AM
Thanks cobra! thanks to all. Ill try it :D:D:D:D:D:D:D:D:D:D:D:D:D:D
#2
MOHAA Series: General / Under the Map : Help
December 30, 2005, 08:35:56 PM
I think its inside. Idk really. You can make out the skybox parts if you look at the sky though. I think viper1 is right here. As long as the player cant kill the others while under the map. But i dont know if this is true only in Remagen :|
#3
MOHAA Series: General / Under the Map : Help
December 30, 2005, 08:22:18 PM
Well basically im trying to stop players from going under the map in various maps. But my main focus is remagen right now. Its so frustrating having players go under the map and people coming to you complaining about it and you can't do anything. I can't monitor a server 24/7 lol :p Elgans admin pro had a nice under the map fix, but apparently it doesnt work with basebuilder. Yes i do think basebuilder is a nightmare :D
#4
MOHAA Series: General / Under the Map : Help
December 30, 2005, 07:58:36 PM
Thanks click! I put the pk3 in the main. Unfortunately it doesnt work :con I dont know whats wrong.
#5
MOHAA Series: General / Under the Map : Help
December 30, 2005, 05:39:05 PM
I've added the new script in and it will not work. I went under the map without it killing me. Any other suggestions?
#6
MOHAA Series: General / Under the Map : Help
December 30, 2005, 01:07:40 PM
Sorry to bring up an old post [cough* 5 days] It may be that admin pro and basebuilder conflict because admin pro's under the map fix is not working for me.:| I tried adding the killbrush but it did nothing. I'm assuming i didn't do it properly. This is my script for remagen. I changed the coordinates from the hunts to remagen's (1902 -27 -210) Did i added in the wrong place? I'm not much of a scripter :p

   
// remagen
   // architecture: stagger
   // scripting: powzer
   
   main:
   
   // set scoreboard messages
   setcvar "g_obj_alliedtext1" ""
   setcvar "g_obj_alliedtext2" ""
   setcvar "g_obj_alliedtext3" ""
   setcvar "g_obj_axistext1" ""
   setcvar "g_obj_axistext2" ""
   setcvar "g_obj_axistext3" ""
   
   setcvar "g_scoreboardpic" "mohdm3"
   
   
   setcvar "g_gametype" "2"
   setcvar "fraglimit" "0"
   setcvar "timelimit" "25"
   
   exec alienx/basebuild.scr::main 800 140
      // call additional stuff for playing this map round based is needed
      if(level.roundbased)
         thread roundbasedthread
   
      level waittill prespawn
   
   //                                              note all these must have a value!
   //                                                                                    +----------------- light on or off ( 1 = on, 0 = off )
   //                                                                                    | +--------------- red (1 is the max, so for a little red, use 0.5)
   //                                                                                    | | +------------- green (same for red)
   //                                                                                    | | | +----------- blue (same for red)
   //                                                                                    | | | | ++-------- rotation speed (keep it sensiable lol)
   //                                                                                    | | | | || ++----- the scale of the pickup object, 1 is default
   //                                                                                    | | | | || || +--- lift creator ( 1 = on, 0 = off )
   //---| script                      |-| origin                |-|  model name          | | | | || || | |
   //pickup point - axis
   exec alienx/basebuild.scr::basebuild ( 2884.13 -3292.38 8.13 ) "static/indycrate.tik" 1 1 1 0 80 .5 0 0 1
   exec alienx/basebuild.scr::basebuild ( 2865.79 -3455.69 8.12 ) "statweapons/mg42_gun.tik" 1 1 0 0 80 .5 0 0 1
   exec alienx/basebuild.scr::basebuild ( 2871.10 -3589.42 8.12 ) "static/sandbag_link_main.tik" 1 0 0 1 80 .5 0 0 1
   exec alienx/basebuild.scr::basebuild ( 3258.11 -4005.93 8.13 ) "static/indycrate.tik" 1 0 1 1 80 .5 1 0 1
   exec alienx/basebuild.scr::basebuild ( 3500.00 -3481.00 8.13 ) "static/planningtable.tik" 1 1 1 1 80 .2 0 0 1
   
   //pickup point - allied
   exec alienx/basebuild.scr::basebuild ( 1442.56 -1387.25 -60.96 ) "static/indycrate.tik" 1 1 1 0 80 .5 0 0 1
   exec alienx/basebuild.scr::basebuild ( 1450.68 -1120.66 -63.88 ) "statweapons/mg42_gun.tik" 1 1 0 0 80 .5 0 0 1
   exec alienx/basebuild.scr::basebuild ( 1576.91 -1127.69 -63.88 ) "static/sandbag_link_main.tik" 1 0 0 1 80 .5 0 0 1
   exec alienx/basebuild.scr::basebuild ( 880.62 -1387.73 -55.45 ) "static/indycrate.tik" 1 0 1 1 80 .5 1 0 1
   exec alienx/basebuild.scr::basebuild ( 900.00 -1030.00 -62.00 ) "static/planningtable.tik" 1 1 1 1 80 .2 0 0 1
   
   
   
      //*** precache dm stuff
      exec global/dmprecache.scr
      exec alienx/hud.scr::main
      level.script = maps/dm/mohdm3.scr
      exec global/ambient.scr mohdm3
      thread blockaxis
      thread blockallied
      thread SpawnMarkers
      thread hudsetup
      thread global/door_locked.scr::lock
   
      level waittill spawn
   
   
   end
   
   //-----------------------------------------------------------------------------
   
   roundbasedthread:
   
      // can specify different scoreboard messages for round based games here.
   
      level waittill prespawn
   
      level waittill spawn
   
      // set the parameters for this round based match
      level.dmrespawning = 0 // 1 or 0
      level.dmroundlimit = 5 // round time limit in minutes
      level.clockside = kills // set to axis, allies, kills, or draw
   
      level waittill roundstart
   
   end
   
   blockaxis: // allies
   
   local.trig = spawn trigger_multiple "targetname" "spotA1"
   local.trig.origin = ( 1057 -2564 -65 )
   local.trig setsize  ( 0 0 0 ) ( 690 2400 400 )
   $spotA1 waittill trigger
   local.player = parm.other
   if (getcvar (g_kblock) =="1") {
   if (local.player.dmteam == axis)
   {local.player hurt(1000)}}
   $spotA1 remove
   thread blockaxis
   end
   
   blockallied: // Axis
   
   local.trig = spawn trigger_multiple "targetname" "spotB1"
   local.trig.origin = ( 2801 -3260 0 )
   local.trig setsize  ( 0 0 0 ) ( 455 2205 400 )
   $spotB1 waittill trigger
   local.player = parm.other
   if (getcvar (g_kblock) =="1") {
   if (local.player.dmteam == allies)
   {local.player hurt(1000)}}
   $spotB1 remove
   thread blockallied
   end
   
   SpawnMarkers:
   local.SpawnMarker1 = spawn func_beam "targetname" "Marker1" // allied1
           local.SpawnMarker1.origin = ( 1432 -2598 10 )
           local.SpawnMarker1 endpoint ( 1432 -2598 90.2 )
           local.SpawnMarker1 scale 5.0
           if (getcvar (g_kblock) =="1") {
           local.SpawnMarker1 color ( 0.0 0.0 1.0 )
           }
           else
           {
           local.SpawnMarker1 color ( 0.0 0.0 0.0 )
           }
           local.SpawnMarker1 alpha 0.4
           local.SpawnMarker1 numsegments 1
           local.SpawnMarker1 activate
   
   local.SpawnMarker2 = spawn func_beam "targetname" "Marker2" // allied2
           local.SpawnMarker2.origin = ( 1834 -281 -50 )
           local.SpawnMarker2 endpoint ( 1834 -281 40.2 )
           local.SpawnMarker2 scale 5.0
           if (getcvar (g_kblock) =="1") {
           local.SpawnMarker2 color ( 0.0 0.0 1.0 )
           }
           else
           {
           local.SpawnMarker2 color ( 0.0 0.0 0.0 )
           }
           local.SpawnMarker2 alpha 0.4
           local.SpawnMarker2 numsegments 1
           local.SpawnMarker2 activate
   
   local.SpawnMarker3 = spawn func_beam "targetname" "Marker3" // allied3
           local.SpawnMarker3.origin = ( 1778 -1029 -50 )
           local.SpawnMarker3 endpoint ( 1778 -1029 40.2 )
           local.SpawnMarker3 scale 5.0
           if (getcvar (g_kblock) =="1") {
           local.SpawnMarker3 color ( 0.0 0.0 1.0 )
           }
           else
           {
           local.SpawnMarker3 color ( 0.0 0.0 0.0 )
           }
           local.SpawnMarker3 alpha 0.4
           local.SpawnMarker3 numsegments 1
           local.SpawnMarker3 activate
   
   local.SpawnMarker4 = spawn func_beam "targetname" "Marker4" // axis1
           local.SpawnMarker4.origin = ( 2835 -969 -50 )
           local.SpawnMarker4 endpoint ( 2835 -969 40.2 )
           local.SpawnMarker4 scale 5.0
           if (getcvar (g_kblock) =="1") {
           local.SpawnMarker4 color ( 1.0 0.0 0.0 )
           }
           else
           {
           local.SpawnMarker4 color ( 0.0 0.0 0.0 )
           }
           local.SpawnMarker4 alpha 0.4
           local.SpawnMarker4 numsegments 1
           local.SpawnMarker4 activate
   
   local.SpawnMarker5 = spawn func_beam "targetname" "Marker5" // axis 2
           local.SpawnMarker5.origin = ( 2698 -2346 10 )
           local.SpawnMarker5 endpoint ( 2698 -2346 100.2 )
           local.SpawnMarker5 scale 5.0
           if (getcvar (g_kblock) =="1") {
           local.SpawnMarker5 color ( 1.0 0.0 0.0 )
           }
           else
           {
           local.SpawnMarker5 color ( 0.0 0.0 0.0 )
           }
           local.SpawnMarker5 alpha 0.4
           local.SpawnMarker5 numsegments 1
           local.SpawnMarker5 activate
   
   local.SpawnMarker6 = spawn func_beam "targetname" "Marker6" // axis 3
           local.SpawnMarker6.origin = ( 2698 -3048 10 )
           local.SpawnMarker6 endpoint ( 2698 -3048 100.2 )
           local.SpawnMarker6 scale 5.0
           if (getcvar (g_kblock) =="1") {
           local.SpawnMarker6 color ( 1.0 0.0 0.0 )
           }
           else
           {
           local.SpawnMarker6 color ( 0.0 0.0 0.0 )
           }
           local.SpawnMarker6 alpha 0.4
           local.SpawnMarker6 numsegments 1
           local.SpawnMarker6 activate
   
             wait 2
     $Marker1 remove
     $Marker2 remove
     $Marker3 remove
     $Marker4 remove
     $Marker5 remove
     $Marker6 remove
     thread SpawnMarkers
   
   end
   
     hudsetup:
   
          wait 1.0
          waitframe
   
          thread sethudup
   
          goto hudsetup
   
       end
   
       sethudup:
          if ($player != NULL)
          {
          huddraw_font 211 "facfont-20"
          huddraw_alpha 211 1
          huddraw_align 211 left bottom
          huddraw_rect 211 100 -60 180 16
          }
          if (getcvar (g_kblock) =="0")
                 {
                  huddraw_color 211 0 1 0
                huddraw_string 211 ("FIGHT!!!!")
                local.player iprint ("FIGHT!!!!")
                 }
          if (getcvar (g_kblock) =="0")
                 {
                  huddraw_color 211 1 0 0
                huddraw_string 211 ("WARNING: Spawn Protection is ON!")
                local.player iprint ("Spawn Protect is ON!!")
                 }
          waitframe
       end
   
    //add this into the hunts map script you might have to exec it from a seperate script
   
   
   local.killbrush = spawn trigger_hurt
   local.killbrush damage 10000
   local.killbrush.origin = ( 1902 -27 -210 )
   local.killbrush setsize ( -9999 -9999 -10 ) ( 9999 9999 8 )
   
   end

   

   You also said it may have to be excuted from a separate script but i dont know where to start.
#7
MOHAA Series: General / Under the Map : Help
December 23, 2005, 07:15:09 PM
Ive been running base builder lately. Since people can build from their own creativity, they can easily build a structure that takes them under the map. I find this very annoying since the people under the map are able to kill players who are not under the map. Its very frustrating because if one person goes under the map, they all soon follow. My question is: Is there a mod that will kill the player under the map, anywhere under the map? I have Admin Pro and a few other map fixes and they only kill the player in some areas under the map. Like something that expands all throughout the map and will kill them. Even without base builder some poeple still find ways to go under the map.
#8
I have to say this is one of the best mods. But i've got a bit of a problem. In my console it says

   
Vertex color specified for shader 'static_bspindle', but vertex colors are not valid for this model.
I just wondered if this has to do with admin pro. Is there a conflicting pk3? I have been on admin pro 1.12 and this error was there but it never crashed my game. Now I updated to 1.22 and my game crashed: http://img463.imageshack.us/img463/9525/error7ta.jpg">http://img463.imageshack.us/img463/9525/error7ta.jpg
#9
MOHAA Series: General / Survivor 1.5 Question
September 20, 2005, 07:56:39 PM
this also happens to me. Its not that big of a deal but it would be nice if it was fixed. It doesnt spin during the movie. When you die right after that it does that for like 1 second. Then it goes to the movie which plays fine.
#10
MOHAA Series: General / Admin-Pro 1.12 Beta Out
September 20, 2005, 07:23:36 PM
it started off like that. But we wanted a way to see hwo and who is not in the battle still by looking at the board.

   

   I can see the point in that :). But the teamspeak thing still worries me.

   

   
yes. in mods.txt for survivor make a path to a gametype list. Thne in the game type list remove 3 and it will not run in roundbased.

   See the online help www.elgan.funmodsforyou.com

   

   

   Ok thanks. But where is the gametype list path, do i make one?

   

   
use the following rcon command:

   rcon admin_cmd "survivor 0"

   

   Survivor will then turn off. To turn it back on:

   

   rcon admin_cmd "survivor 1"

   

   

   Thanks. I assume its the same for medics and countdown.

   

   
cant do nout sorry. planes are bad anyway hehe

   

   Lol. Not a big deal:)
#11
MOHAA Series: General / Admin-Pro 1.12 Beta Out
September 20, 2005, 07:07:25 PM
Ok. I've been running this mod since its release. Its all good, works great but i have a few suggestions/bugs.

   

   1. In survivor when you get eliminated, it sends people to spec. It would be best if it would just keep them in the team but he/she would be dead(like roundbased). A possibility would be people on teamspeak who get eliminated, who can see everyone, giving away the other players positions. Also some people who've never played the mod, who came in the battle in the middle of the round, couldn't join a team because they were in spec, so they left.(Also when i get eliminated from the battle, the camera also spins wildly for about 1.5 secs. Then it switches to the movie like effect.)

   

   2. Survivor conflicts with mefy's mod. I tested it with both demolition and surviror, and both mods ran at the same time. Is there a way to turn off survivor for roundbased gametype?

   

   3. Is there a way to turn off countdown, survivor in the game without having to reboot the server(shut down, then start server again)? I have tried editing the script.txt in the game and saving it. And then doing a ingame restart(normal restart) and mod would not turn on/off. You have to shut down the server and start it again for changes to take effect.

   

   4. Planes seem laggy, at least in my server. Although when i press the Down button, the plane looses its laggy feel and they seem normal.

   

   Other than that the mod works fine. :):):):):):):):)
#12
MOHAA Series: General / Admin-Pro 1.10 Public Beta Release
September 11, 2005, 03:18:18 PM
does admin pro 1.10 work with the admi pro menu 1.00?  ecause my console says "Admin Pro loaded incorrectly. Please fix" Help
#13
MOHAA Series: General / Admin Pro 1.00 Help
September 05, 2005, 11:08:45 PM
Thanks Guys. Also one more question. For the server messages .scr where it says "local.messages[1][2] = "3"", is that the ammount of seconds for the message to be displayed? And how can i add more messages within that .scr

   

   
// run the adverts
   // run them how user sets. message printing is in messages.scr - this is so u cna edit how it displays easier
   
   main:
   
      if(level.run["message_center"] != "1"){end}
   
      level.msginginuse=0
   
      local.canad = waitexec global/settings.scr::getcmd "adverts"
   
      //load the messages
      local.message = waitexec game.file["settings/message_center"]::messages
   
      //yey im allowed my owqn adverts
      if(local.canad != "0")
      {
         local.messages[1][1] = "MESSAGE1"
         local.messages[1][2] = "3"
         local.messages[1][3] = "fade"
   
         local.messages[2][1] = "MESSAGE2"
         local.messages[2][2] = "3"
         local.messages[2][3] = "fade"
   
         local.n = 2
   
         for(local.i = 1; local.i <= local.message.size ;local.i++)
         {
            local.n++
            local.messages[local.n][1] = local.message[local.i][1]
            local.messages[local.n][2] = local.message[local.i][2]
            local.messages[local.n][3] = local.message[local.i][3]
         }
      }
      else
      {
         local.messages = local.message
      }
   
      while(level.run["message_center"] == "1")
      {
         local.msgtime = waitexec global/settings.scr::getcmd "advert_time"
         local.msgtime = int local.msgtime
   
         if(local.msgtime < 0.05 || local.msgtime == NIL)
         {
            local.msgtime = 1
         }
   
         wait 600
         for(local.i=1;local.i<=local.messages.size;local.i++)
         {
            if(level.run["message_center"] != "1"){end}
   
            switch(local.messages[local.i][3])
            {
            case "fade":
               waitexec global/ac/messaging/messages_fade.scr local.messages[local.i][1] local.messages[local.i][2]
            break
            case "typewriter":
               waitexec global/ac/messaging/messages_typewriter.scr local.messages[local.i][1] local.messages[local.i][2]
            break
            case "scroll":
               waitexec global/ac/messaging/messages_scroll.scr local.messages[local.i][1] local.messages[local.i][2]
            break
            default:
               waitexec global/ac/messaging/messages_fade.scr local.messages[local.i][1] local.messages[local.i][2]
            }
         }
      }
   
#14
MOHAA Series: General / Admin Pro 1.00 Help
September 04, 2005, 03:53:10 PM
ok thanks alot elgan :). Now it works. But i wonder if im on server #2 for example, and i ,lets say, change the map on the server, will it change the map on both servers?
#15
MOHAA Series: General / Admin Pro 1.00 Help
September 04, 2005, 02:35:57 PM
ok thanks i'll try it. Do you think if i repeat the line in the rconpassword.cfg , and add the second password it will work? like this

   

   place your rcon password in here  ( this is executed when you open the menu)

   

   set rconpassword "xxx1"

   set rconpassword "xxx2"