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Опубликовано:

want anything in InfinityScript?

this thread is just for things ntauthority might see

 

be civil, please

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Опубликовано:
Damage notify for all entities (ex. care package)

Any entity works with OnNotify, as long as you get the entity with Entity.GetEntity

Опубликовано:

Well this is what I tried:

 

Spawn a new entity (care package)

SetCanDamage(true)

entity.OnNotify(damage....) ('entity' is the return value of calling 'spawn')

Shoot the care package

 

But the event never happened.. Will try again though.

 

Also can you fix the label property? If you try to set it the server crashes.

Опубликовано:
Spawn a new entity (care package)

SetCanDamage(true)

entity.OnNotify(damage....) ('entity' is the return value of calling 'spawn')

Shoot the care package

not an infinityscript problem, most likely

 

Fix label property for hudelement

no such property

Опубликовано:
not an infinityscript problem

Uh, can you be more specific?

 

If you check maps\mp\gametypes\_portable_radar.gsc also uses this method:

			portable_radar = spawn( "script_model", GroundPosition );
		portable_radar setCanDamage( true );

		portable_radar makePortableRadar( self );
		portable_radar portableRadarSetup( self );

 

portableRadarSetup( owner )
{
[....]
self thread portableRadarDamageListener( owner );
self thread portableRadarUseListener( owner );
[....]
}

 

portableRadarDamageListener( owner )
{
self endon ( "death" );

// use a health buffer to prevent dying to friendly fire
self.health = 999999; // keep it from dying anywhere in code
self.maxHealth = 100; // this is the health we'll check
self.damageTaken = 0; // how much damage has it taken

while( true )
{
	self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags, weapon );

	[....]
}
}

 

Also GSC uses the property 'label'. Maybe useful for you: LabelID is in the hud element struct at 0x40

Опубликовано:
Some way to store persistant data across rounds as well as nextmaps/map_restarts.

 

Yep agree with this one. Would be nice to have this.

You can save stuff in a textfile for now though...

Опубликовано:
may be a bad request but like a code/example on how to destroy hudelem. I still haven't gotten it to work Pigo.

 

yourhudelem.Call("destroy");

lol?

tried that before didn't work... or was that when I fucked up and accidentally put a wrong hudelem name... ._. but I'll check when I get home

Опубликовано:
may be a bad request but like a code/example on how to destroy hudelem. I still haven't gotten it to work Pigo.

 

yourhudelem.Call("destroy");

lol?

tried that before didn't work... or was that when I fucked up and accidentally put a wrong hudelem name... ._. but I'll check when I get home

 

works just fine for me :P

Опубликовано:
may be a bad request but like a code/example on how to destroy hudelem. I still haven't gotten it to work Pigo.

 

yourhudelem.Call("destroy");

lol?

tried that before didn't work... or was that when I fucked up and accidentally put a wrong hudelem name... ._. but I'll check when I get home

 

works just fine for me :P

mmmk 100 % my fail at using it then :>

Опубликовано:
Another request...

Please add mappings for helicopter functions ;P

._____.

 

or allow the .d3dbsp.ents editing :>

you know the one that me, dasfonia, and NT tested from a while ago :>

Works completely... Just annoying as fuck cause they removed the labels and replaced them with numbers... (1668 = classname)

Опубликовано:
Some way to store persistant data across rounds as well as nextmaps/map_restarts.

um, dvars?

Опубликовано:

Just came to my mind because of the Hide&Seek plugin; there seems to be a limit of 4shaders to be precached with PrecacheShader, if you do more the server shuts down. Would be cool if the limit could be increased since 4 is really a bit to little.

 

Also, did you find anything about SetLabel? I know it's there and you can use it. It's mostly useful for HudElements with SetValue (you don't have to create a new one for your text).

Опубликовано:

Something came into mind is trying to override GSC's (or well link them, then override it). As in I want to override "xpEventPopup" with my own custom popup code.

 

//I do hope it is possible that would be very very very very useful.

 

Or just find a way to disable certain functions.

(mainly asking for this to disable XP Popup on the QCZM mod)

  • 2 weeks later...
Опубликовано:

I'm not sure if it's a bug of InfinityScript but I noticed that if you use something like this:

                       entity.OnNotify("reload", ent =>
                           {
                               Log.Write(LogLevel.Info, "reloaded");
                           });

to catch when entity is reloading it randomly stops working, it just doesn't trigger anymore (mainly noticed when using akimbo pistols).

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