Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gotcha {sfx}

#1
MOHAA Series: General / Re: SFX Chat
January 13, 2016, 10:05:28 PM
The webchat thing? Currently on my iphone and nothing new here. At least not that I see.


Edit: I have a small bar available when I'm on the page now. Brings up a small chat box, also let's me expand it to a full tab. Sent a test message, seems to function perfectly Goob.
#2
MOHAA Series: General / Re: Next-Gen Moh Ideas Thread
January 12, 2016, 01:14:27 PM
I feel Elgan on that post, I would like a lot of things to stay the same. A new engine + fixes + bigger maps + new gametypes = happy moh.

But on the same token, I'd like to see an expansion of weapons. There are, what, 16 weapons in MoHAA including the 2 nades? A quick wiki search of guns used in ww2 reveals much more (just for the Allies, not both sides)

16 is more than enough weapons but, after 14 years I would like to be able to use some of the other great guns used during the war.

But I think, stock mohaa, new engine, new gametypes, more weapons, bigger maps, a ranking/level system.

More guns would allow me to make my gametype lol. I've been working on a gun game/gun master kinda deal. I'm thinking it'll be like "Arms Race" or something clever like that. But essentially you start at the bottom and work your way up, 2 kills to advance to the next weapon. If you get bashed you get set back a weapon. With the current weapons it may be a fairly short gametype.

Also, ffs, could we please expand on melee? Add a "melee attack" button similar to cod (if we could make it like battlefield 4 I'd shit myself. Youtube battlefield 4 knifing to see what I mean, cuz if y'all could do that I think it'd look badass lol) but instead of only pistol bashing, have the option to hit "whateverbutton" to swing a bayonet, regardless of what weapon is out. I just think this could be made more easily than making each weapon have a melee attack, making those animations etc. This way just make one new animation. 


OH! And prone! Gawd, we need to see how that would work/look. For years now I would have LOVED to be able to go prone. I know we had mods get close but usually a broken POV or sticking through walls.

Anyone concur, or am I just crazy?
#3
MOHAA Series: General / Re: {SFX} Creations/Downloads
January 03, 2016, 10:27:16 PM
I usually end up running to AAAA for something when I'm working on a mod. I've been working lately on something, well honestly it's been a couple months since I've messed with it, about to get back to it and get it finished. It's gonna be my attempt at a Battlefield 4 style Conquest mod. Ticket system and all that. Bunch of small tweaks and stuff will be included in that, medkits, reviving team mates, stuff like that. Still figuring out exactly what all it's gonna be, and what all is within my realm of knowledge.

You know Card, I think Pat may still have some of your work, I'm not sure. I know I've seen plenty of his own madness in his server.
#4
MOHAA Series: General / Re: {SFX} Creations/Downloads
January 02, 2016, 04:54:01 AM
Don't let him fool you, he can't even remember what he had for breakfast.  ;D
#5
I found a possible lead for you. Not sure if it's v1 or v2 lol

Here -> http://www.mohaaaa.co.uk/AAAAMOHAA/content/rock-realism-20

It's =ROCK= Realism mod. Usable flak88 (based on rank) is available on certain maps. Just rip it and give credit.
#6
MOHAA Series: General / Re: Server Side mods needed
September 14, 2015, 02:49:52 PM
For the jetpack you could just use Admin Pro, you can use the jetpacks and the rest of the stuff won't effect you. It's a great mod to have anyway.

For the health mod I think Rock's Fun Mod or realism mod has a similar feature. Do you have scripting experience?
#7
MOHAA Series: General / Re: NEW Crazy MOD from {SFX}
September 01, 2015, 08:59:54 AM
States, really? Hmm. You're more advanced than me but I'll see what I can do. Honestly reborn events is the only thing I can think of because something has to catch the disconnection and force "-" versions of all the commands we use.

I'm gonna try a few things today and see what I can manage. But this thing of using states, I'll have to see that. But how would it work? I can't think of a way to use states to reset these effects in a way that doesn't depending on the player still being connected.

I do my best to use original code, but I LOVE the things reborn has added, if we can avoid using a registerev I'm more than willing but it's beyond my knowledge at the moment. I've seen your work, great scripting, so if it can be done I know you could do it lol. But my only idea is registerev.

The only real restriction I ever give myself is my mods have to be serverside. I haven't made a single client side mod, I don't want people to have to download stuff lol.
#8
MOHAA Series: General / Re: NEW Crazy MOD from {SFX}
September 01, 2015, 01:48:51 AM
Hopefully you like the changes. I made the camera also move right and left.

And yes it'll need a null check, but what I mean is, I'm high and had a couple tequilas so let me close my eyes and try to remember....

Hmmm..

Okay I either disconnected in the middle of the loop, or typed restart. Most likely disconnected because my "X" key is bound to disconnect for testing purposes.

The loop ALWAYS ends perfectly on time and everything when the script goes all the way through, but I didn't let it. I'm worried about people disconnected from the server, whether on purpose or accident. If someone lagged out, accidentally quit, or just left, the commands might still be inflicted on them because it sets the command some kinda crazy way that sticks. Unless you exit mohaa I think. Idk but I've had things happen to me on stock servers that make like +moveleft stick on me, and I have to console and type "-moveleft".

Question is, you wanna make it or me? Lol I'm down for any part of this project, I haven't had much to work on lately lol.
#9
MOHAA Series: General / Re: NEW Crazy MOD from {SFX}
August 31, 2015, 08:01:08 PM
I just tested your example, very nice effect. So far messing with the camera is just choppy, so it may only be done via stufftexted commands like you've done.

I can't seem to emulate the negative health effect, I tried just forcing the killed state on the player but this just makes it where you can't shoot, or jump, and puts you in the "sharking" position.

I'm gonna keep messing around, but really I think you've about got it lol.

EDIT:
So I've been playing around with your example, what I've got is a little buggy but it's a neat effect. The zooming in and out is the only way I could think to negate the zoom 420 part. Try it, maybe you could mold it more to what you're wanting.

But, by the way, just had a thought, this mod will need event handlers because if people time out, leave, or anything, during drunkness, something will have to detect that event and do a -moveleft,-moveright, etc etc, to turn it off. I was doing something and either quit the game during the drunkeness or killed myself but when I restarted my test server I was stuck going right.

EDIT2: Updated what I posted. Now it's really hard LOL, but it gives you a lot to play with. Maybe just taking the safezoom off, or spacing out some of the stufftext. Seems like a fun challenge right now though lol, it'd definitely be hard


//PacRac's Drunk Script 8/31/15

drunk:
iprintlnbold_noloc "Drunk script starting..."
level.drunk = 1
thread drunker
wait 30
level.drunk = 0
$player weaponcommand dual zoom 0 0
$player respawn
$player nodamage
wait 1
$player stufftext "zoomoff"
$player takedamage
end


drunker:
wait 5
iprintlnbold_noloc "Becoming Drunk in 5 seconds...."
wait 5
$player weaponcommand dual zoom 420 1
$player stufftext "+attacksecondary"
wait 0.10
$player stufftext "-attacksecondary"
while (1)
{
if (level.drunk != 1)
{
iprintlnbold_noloc "DRUNK OFF"
end
}
if (level.drunk == 1)
{
waitframe
$player stufftext "+lookdown"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "+leanright"
$player stufftext "+right"
wait 0.4
$player stufftext "-leanright"
wait 0.4
$player stufftext "-moveright"
wait 0.4
$player stufftext "+leanleft"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "-leanleft"
$player stufftext "-right"
wait 0.4
$player stufftext "-moveleft"
$player stufftext "+left"
wait 0.4
$player stufftext "-lookdown"
wait 0.4
$player stufftext "+lookup"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "+leanleft"
wait 0.4
$player stufftext "-leanleft"
wait 0.4
$player stufftext "-moveleft"
wait 0.4
$player stufftext "+leanright"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "-lookup"
$player stufftext "-leanright"
$player stufftext "-moveright"
$player stufftext "-left"
}
waitframe
}
end
#10
MOHAA Series: General / Re: NEW Crazy MOD from {SFX}
August 31, 2015, 05:03:33 PM
I was thinking of trying to find a way to emulate the effect negative health has. Like, not give the player health, but give the effect. There's a way to move the camera, like Rindog's punishment that turns the camera upside down. Maybe instead of upside down maybe we can make a swaying effect with it. I just have to figure out what exactly the game does when it "thinks" the player is dead.

I'm gonna look into this today and post my findings.
#11
MOHAA Series: General / Re: NEW Crazy MOD from {SFX}
August 30, 2015, 06:36:41 PM
Yes, it's gonna be a challenge.

Can you adjust the run speed for just one player?
Or set timescale (high, not slowmo) on just one player?

I'm thinking safezoom 1000 (or some other number, depending) to give the player a distorted view.

Also guys, idk how this could be made because it would require high health, thus making the person nearly invulnerable, but... When you raise a players health too much, around 35,000, it causes the game to think the player is dead and the camera cocks sideways and sways back and forth with the players idle head movements. This would make a great effect in this situation, but the health would be a concern as it goes negative and takes massive damage to kill.

Maybe find a base high point to set the health at and loop a check and kill the player when his health drops 100 below the base high point. But I'm not sure how to give the appropriate player the kill for it, since he'll be killed on command. I guess a registerev with reborn.

Anyone with admin pro try this, use the comman "rcon admin_cmd # hurt -17000" on yourself, do this twice possibly a third time, and you can see this swaying effect I describe. Maybe we can find a way to emulate this effect instead of depending on health. It makes it very hard to walk and shoot people, especially accurately. This effect combined with safezoom and some stufftexted leans/strafes would probably make a great drunk effect. I'll test things tonight and post a video if I get anything good.
#12
MOHAA Series: General / Re: NEW Crazy MOD from {SFX}
August 30, 2015, 01:28:54 PM
This sounds fun, and I love crazy stuff. Tonight when I get home I'll play around with emulating a drunk feeling. If I get anywhere ill post my findings! Have some ideas though.
#13
MOHAA Series: General / Re: downloads
July 04, 2015, 10:01:07 PM
Investigated into this shadow, tried to download it, found that if you add the "old." to mods-r-us it works. Apparently when you click download on the old webpage it forgets to do this <.>

http://www.old.mods-r-us.net/datas/users/2/dustdom3_2.zip
#14
Yeah but I wasn't around for all the good stuff lol. I started modding too late, and then I quit playing because of changing locations/computer problems and now I'm back and the community is so small. Just been workin on things so I have something to do and as a way to learn and exercise the brain. Good to be back though lol
#15
This isn't a complete work, it needs a little refurb, script works fine but i couldn't get the breathing to stop on death, so when people don't respawn you hear them breathing where ever they died. other than that, neat. its currently setup in Southern France

local.master aliascache gasmask3 sound/characters/gasmask3.wav soundparms 0.1 0.1 0.1 0.1 0.5 1 body streamed maps "m dm obj train "
//make this sound quieter so its not so loud everyone hears it

level waittill spawn
setcvar "sv_runspeed" "400"
setcvar "sv_gravity" "500"
setcvar "dmflags" "8"

//---------start------
thread breathe


breathe:
local.origin = ( 219 -389 16 ) //random middle of map area mohdm1

local.trig = spawn trigger_multiple
local.trig.origin =  local.origin
local.trig setsize ( -10000 -10000 -10000 ) ( 10000 10000 10000 )
local.trig setthread hit
local.trig delay 0

end

//-------------im hit-------------------------
//this works perfect, volumes might have to be tweaked, not sure if this'll be too loud for enemies around you or your team being //next to you. cannot get sound to stop on death, but i got over it because it doesnt continue on respawn

hit:
local.player = parm.other
if(local.player.health <= 50) //when hes <= with 50 health he starts breathing
local.player loopsound gasmask3 //<-- gasmask sound
if(local.player.health > 50) //stop sound when health is above 50
local.player stoploopsound

end