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banz

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  1. banz

    Promodlive v3.3 [Preview]

    Yes probably soon, if we don't come across 'new'/unknwon bugs during the next days. Seen it already, nice.
  2. Awesome. Finally custom .menu files / weapon files should work without reconnecting manually. :>
  3. banz

    Promodlive v3.3 [Preview]

    Awesome. Yes, rev. 126 has it. You'll get it through the updater when you start the game. Server admins have to update their servers too, i think. I hope to see some v3.3 public servers soon. :>
  4. banz

    Promodlive v3.3 [Preview]

    I lowered the rate of fire of the mp5k in v3.3 through the weapon file ( == higher firetime in weapon file) a little bit, (long time ago) so i don't really think it is OP in v3.3. It might be a little bit op in v3.2c though, but it's hard to balance it more without the weapon file, so i will leave it as it is in v3.2c. Also, keep in mind that the damage values of mp5k at long range are way higher in vanilla than in promod. -> if it you think that it is really OP in v3.2c it must be even more OP in vanilla, especially when you know that promod ak47 (unsilenced) and vanilla ak47 (unsilenced, with stopping power as perk in vanilla) are exactly the same damage-wise.
  5. banz

    Help with script

    Ok, i made it work like this: - you type in: /+weap in console - it says: weapon changes to m40a3 next spawn -> next time you spawn you get m40a3 as primary (w1200 if you type /+weap again, your default weapon when you type it a third time and so on...) Oh and it should work in all gametypes on oilrig. On other maps it will show a message that m40a3 isn't available. init() { precacheItem("m40a3"); precacheItem("winchester1200"); level thread onPlayerConnect(); } onPlayerConnect() { for(; { level waittill( "connected", player ); if( !isDefined( player.pers["weaploop"] ) ) player.pers["weaploop"] = 0; player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon( "disconnect" ); for(; { self waittill( "spawned_player" ); if( level.script == "oilrig" ) self thread weapAtSpawn(); self thread weapToggle(); } } weapAtSpawn() { self endon( "disconnect" ); self endon( "death" ); curWep = self getCurrentWeapon(); wait 0.05; switch( self.pers["weaploop"] ) { case 0: break; case 1: self takeWeapon( curWep ); wait 0.05; self giveWeapon( "m40a3", 0, false ); self switchToWeapon("m40a3"); self giveMaxAmmo ("m40a3"); break; case 2: self takeWeapon( curWep ); wait 0.05; self giveWeapon( "winchester1200", 0, false ); self switchToWeapon("winchester1200"); self giveMaxAmmo ("winchester1200"); break; } } weapToggle() { self endon( "death" ); self endon( "disconnect" ); self notifyOnPlayerCommand( "weap", "+weap" ); for(; { self waittill("weap"); if(level.script == "oilrig") { switch( self.pers["weaploop"] ) { case 0: self.pers["weaploop"]++; self iPrintln("Your weapon will change to ^3m40a3 ^7the next time you spawn"); break; case 1: self.pers["weaploop"]++; self iPrintln("Your weapon will change to ^3w1200 ^7the next time you spawn"); break; case 2: self.pers["weaploop"] = 0; self iPrintln("Reset to your ^3default weapon ^7next time you spawn"); break; } } else { self iPrintLnBold( "^3M40A3 / W12000 ^7are only working on Oilrig!" ); } } }
  6. Oh Gott, iFagFacebooking to the max.
  7. banz

    Help with script

    Ah, now i understand what you want. Yes, but the endon should be above the loop and not in it... Anyway, i will fix that script asap.
  8. It's not: set scr_streakcount_percision_airstrike "5" but set scr_streakcount_precision_airstrike "5"
  9. ftfy But don't modified weapon files make server more likely to crash Yes, it does crash after some amount of map changes with this error (at least i think that bug i still present...haven't tested lately though): ERROR: Exceeded MAX_SURFACE_TYPE_SOUND_LISTS (16) viewtopic.php?f=7&t=8229
  10. Well, some mods actually have to modify some of the stock scripts to a certain extent (e.g. if you want class limiting without creating a new gametype etc.)...but i agree with your point mainly. Some 'modders' seem to think that _rank.gsc is the holy bible.
  11. Use this as _menus.gsc (you might also want to look at my comments in the file) : http://pastebin.com/fRNUrGb4 You can use these dvars: /* 0 means unlimited ** -1 means restricted ** 1 means one player can have it and so on.. (duh) */ setDvar( "class_assault_limit", 0 ); setDvar( "class_specops_limit", 2 ); setDvar( "class_demolitions_limit", 2 ); setDvar( "class_sniper_limit", 1 ); setDvar( "class_lmg_limit", -1 ); //light machine gun setDvar( "class_riot_limit", 0 ); //riot shield dropping dvars: setDvar( "class_assault_allowdrop", 1 ); setDvar( "class_specops_allowdrop", 1 ); setDvar( "class_demolitions_allowdrop", 0 ); setDvar( "class_sniper_allowdrop", 0 ); setDvar( "class_lmg_allowdrop", 0 ); setDvar( "class_riot_allowdrop", 1 ); _weapons.gsc : http://pastebin.com/V4YkzC7n class_demolitions_limit won't do anything as of now , as i only test the primary weapons class and shotguns are secondary weapons in vanilla... I could add a check for shotguns, if you need it though. Attached the ready to go .iwd... https://www.virustotal.com/de/file/7d6d ... 363266728/
  12. banz

    Help with script

    Uhm, could you explain exactly what you want the script 'to do' even? I don't get why you put a loop in here e.g.: for(; //why looping? the thread is called everytime a player spawns... { self endon("death"); //what is that doing here?! if(getDvar("mapname") == "oilrig") { if (self.m40 == true) { self takeWeapon( curWep ); wait 0.001; self giveWeapon( "m40a3", 0, false ); wait 0.001; self switchToWeapon("m40a3"); wait 0.05; self giveMaxAmmo ("m40a3"); } } else { self iPrintLnBold( "M40A3 Only Works On Oilrig" ); } Also, please use proper indentation next time and not so many huge white spaces....
  13. Beste Stelle im ersten Teil war: "seht her, ich ficke den Tiger" oder so Г¤hnlich.
  14. banz

    Demo [email protected] game

    Why do you want to change that file even? Do you want to put it on your server? As i already said: "You can't fix already recorded demos by using a modified _airstrike.gsc. The server would have needed the modified .gsc at the time you were recording. But then you wouldn't have been able to choose the airstrike location manually. It would just have sent the airstrike to the position specified in the .gsc, without opening the location UI at all."

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