Search found 414 matches

by megazor
May 30th, 2013, 1:07 pm
Forum: CoD4 Mapping Help
Topic: no save + kill script
Replies: 11
Views: 3944

Re: no save + kill script

It is what you will experience some day. Anyway, why didn't you ask what cunt() or while(-1111111111111111111111111111111) was for? Ok, I'll explain. At first, player.defloration is undefined. Once the player has touched the no save entity, player.defloration becomes 1 (getting defined), plus the po...
by megazor
May 30th, 2013, 12:50 pm
Forum: CoD4 Mapping Help
Topic: how can i check if 2 triggers are pressed at the same time?
Replies: 6
Views: 1867

Re: how can i check if 2 triggers are pressed at the same ti

Not tested main() {         level.trigsPressed = 0;         n = 2;         for(i = 0; i < n; i++)                 getEnt("triggggger"+i, "targetname") thread trig(i); }   trig(i) {         while(1)         {                 self waittill("...
by megazor
May 28th, 2013, 3:34 am
Forum: CoD4 Mapping Help
Topic: no save + kill script
Replies: 11
Views: 3944

Re: no save + kill script

If something isn't working, you should try and debug it. iPrintLnBold() is one of the best ways to do it.
by megazor
May 23rd, 2013, 2:49 pm
Forum: CoD4 Mapping Help
Topic: Remove section of a wall
Replies: 6
Views: 1759

Re: Remove section of a wall

Everyone here will advice visiting http://www.modsonline.com
I learnt much from it.

As to your last question, I can remember it being discussed in this forum, so don't worry, we will help you.
by megazor
May 23rd, 2013, 9:58 am
Forum: CoD4 Mapping Help
Topic: Remove section of a wall
Replies: 6
Views: 1759

Re: Remove section of a wall

Do you mind if I suggest you go and read mapping tutorials?
by megazor
May 14th, 2013, 10:53 am
Forum: General Chat
Topic: Switching to spectator causes laggs
Replies: 46
Views: 8914

Re: Switching to spectator causes laggs

People envied him and eventually deprived him of his admin rights and misappropriated his mod.
by megazor
May 13th, 2013, 5:13 am
Forum: General Chat
Topic: Switching to spectator causes laggs
Replies: 46
Views: 8914

Re: Switching to spectator causes laggs

Logging should be always on, otherwise how can you debug if an error appears?
by megazor
May 12th, 2013, 3:38 pm
Forum: General Chat
Topic: Switching to spectator causes laggs
Replies: 46
Views: 8914

Re: Switching to spectator causes laggs

Do I understand you correctly, you DISABLED logging?
by megazor
May 11th, 2013, 8:10 am
Forum: Modding, Modelling and Skinning
Topic: On "round end" and "round start"
Replies: 6
Views: 6675

Re: On "round end" and "round start"

I actually meant to help. Rather than waiting for a wizard to do all the job for you, better try to do something on you own.
I just gave right direction - open any round-based gametype and learn how it works.
by megazor
May 10th, 2013, 11:42 am
Forum: General Chat
Topic: Switching to spectator causes laggs
Replies: 46
Views: 8914

Re: Switching to spectator causes laggs

By the way, knowing that each and every map won't work correctly without spawnpoints, why aren't they created automatically? The developers should have made it so that when creating a new map, one worldspawn brush, one intermission and one spawnpoint are added automatically, and then mapper is able ...
by megazor
May 10th, 2013, 11:35 am
Forum: Modding, Modelling and Skinning
Topic: On "round end" and "round start"
Replies: 6
Views: 6675

Re: On "round end" and "round start"

Try

Code: Select all

waittill("I have become smart enough to look into stock .gsc files");
by megazor
May 6th, 2013, 12:34 pm
Forum: CoD4 Mapping Help
Topic: Elevator Script
Replies: 28
Views: 5248

Re: Elevator Script

I placed my origin at (5000,0,0) and my brush at (0,0,0) brush moveTo(0,0,0,t); My origin is now at (0,0,0) and my brush is now at (-5000,0,0) Yes. This is true. The brush is NOT at the world coordinates, although it has an origin particle. And you were saying in your previous posts that if a brusm...
by megazor
May 6th, 2013, 6:10 am
Forum: CoD4 Mapping Help
Topic: Elevator Script
Replies: 28
Views: 5248

Re: Elevator Script

I didn't know about cod4, i thought it would be the same as in cod1-2. Now the key question about your cod2 test. Where is the origin brush situated in respect of the visible parts of "test1"? Check and you will make sure that the position of your origin brush does have an influence on the...
by megazor
May 5th, 2013, 1:59 pm
Forum: CoD4 Mapping Help
Topic: Elevator Script
Replies: 28
Views: 5248

Re: Elevator Script

moveTo moves the entity to a specific position in the world And that "world" is different from the Radiant one. You can, of course, match it with real coordinates by placing an origin brush somewhere close to the visible parts of the entity. Any way, the origin will be the middle point of...
by megazor
May 5th, 2013, 11:40 am
Forum: CoD4 Mapping Help
Topic: Elevator Script
Replies: 28
Views: 5248

Re: Elevator Script

I think you failed