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Everything posted by Sheep_Wizard
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Just first person
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Do you mean mp_dr2_view? If you do that map doesn't make you go third person. Im planning to make it so you are always looking at the side of your playermodel
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Made this a while ago, kills players that climb up ladder. godfather() { glitch = (693, 871, 585); while(1) { players = getentarray("player", "classname"); for(i=0;i<players.size;i++) { if( Distance( players[i].origin, glitch ) <= 120 && isAlive(players[i]) ) { players[i] suicide(); players[i] iPrintLnBold("^1Do Not Glitch"); } } wait 0.05; } }
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Does anyone know how to get a clients dvar. Iv read that you can use menus but I couldn't get it to work.
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Could you give an example of how i would use this? I tried this and got error saying it was a unutiised variable self clientcmd( "setu cg_thirdperson 1; setfromdvar cg_thirdperson" + cg_thirdperson); return self getUserInfo("cg_thirdperson");
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Is it possible to use 'GetUserinfo' that's in codx to get dvars from players? Also if it is can you use it in a map?
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tried this but it didnt work. Also i want to check quite frequently so opening and closing a menu isnt ideal
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oi oi
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Got a differnt download link, the one on moddb is being authorised
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Edit----------------------------------------------- Link to a updated .gsc that fixes the bug with second trap having a kill trigger in the wrong place https://mega.co.nz/#!9A9GCCAZ!RszGMZ6puXrZDzLvZSz5qJaURni2NAOrfApomqEltxE https://www.dropbox.com/s/mh4juihqtgpizz1/mp_dr_lovelyplanet.gsc?dl=0 ---------------------------------------------------- Finally finished this map :D This map is based on the game lovelyplanet. I tried to make the map look and feel just like the game. Author: Sheep Wizard Difficulty: easy Traps: 7 Endrooms: Old Download: Mega: https://mega.co.nz/#!gQ8gHSZI!mpnN9rh7WfJ1dL5-5G7yQ7fAe-Sxr9Iku8dKb4-RDmo Dropbox: https://www.dropbox.com/s/wwmdripw0gd70gb/mp_dr_lovelyplanet.rar?dl=0 Screenshots: Enjoy the map
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Didnt add endrooms as I couldnt think of a good way to add them without ruining the theme of the map. Also as it is a short map i wanted to encourage the activator to activate to make it more fun and having only old is a good way to do this.
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Dont know if your talking about the same thing but i found this glitch on godfather ages ago: There is a ladder on the wall that allows you to climb ontop of acti area You cant actually shoot the acti but it does allow you to skip some traps and jump out of the map
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So I have been playing deathrun quite a lot recently and the same maps get played over and over and its really boring. Im not sure what all the maps are on the current rotation but a lot of them never get played as if one of the overplayed maps is up for vote everyone picks it. Anyway I feel these maps should be removed for a period of time due to being overplayed: Underworld Watercity framey_v2 bricky dragonaball epicfail skypillar pool semtex slay_v2 You may agree of disagree with these but they're just a few maps that feel are always being played. Also maybe a better voting system that doesnt show the maps that have been played for the last 5-10 games?
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I think this is a good idea. Also if you look at the the _mapvoting.gsc from 3xp it appears to check to see the last 8 maps played and does not add these to the voting list. Possible a system like this would also help stop certain maps being overplayed.
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I know but they still play the same maps over and over, you wouldn't even notice new maps were added
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When you display a float number in menus it shows the number with 6 decimal places (1.000000) Is there anyway to limit the number of decimal places shown?
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Im trying to check to see if a brush is defined using this code: if(!isDefined( bullet )) bullet = getEnt("bullet", "targetname"); But i get the error - uninitialised variable 'bullet' Does anyone know how to fix this error?
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This worked, thanks :D
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ok thanks, i thought it would just see it as undefined
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trap_8() { trig = getEnt("bullet_trig", "targetname"); while(1) { trig waittill("trigger", player); if(!player.activated) thread shootbullet( player ); wait 0.05; } } shootbullet( victim ) { if(!isDefined( bullet )) bullet = getEnt("bullet", "targetname"); victim.activated = true; bulletpos = victim.origin; bullet moveTo(bulletpos, 2); } Pretty much when someone trigger a trigger it moves the brush towards them, but this can be triggered by multiple people so i need to check if brush is defined i guess I know i can do it other ways but i was just wondering why what iv done doesnt work.
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If your doing this for deathrun you need the source go to "Call of Duty 4\raw\ui_mp" and open hud.menu In this look for the menu with the name "xpbar" Then look for the itemdef that has the background of "scorebar_fadein" and "scorebar_fadeout" and in these change the forcolor Then compile the mod