Rotating weapon help

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Rezil
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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 7:26 pm

Code: Select all

//[...]
precacheWeapon("panzerschreck_mp");
setupWeaponForPickup("bren_mp", "xmodel/weapon_bren","weap_pickup", 30);
setupWeaponForPickup("panzerschreck_mp", "xmodel/weapon_panzerschreck","weap_pickup", 10);
setupWeaponForPickup("m1garand_mp", "xmodel/weapon_m1garand","weap_pickup", 10);
}
No need for a seperate thread just to precache.
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<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Rotating weapon help

Post by Drofder2004 » July 12th, 2010, 7:27 pm

precache must occur BEFORE any wait occurs, so in other words, set it just below the "_load" function and do NOT thread it.
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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 8:33 pm

Precached the weapon but to no avail.
What is strange is that all other weapons work fine except the 2 weapons I modded (changed the damage in the weapons/mp/weapon_mp files) ?
Have no clue what is wrong here ?

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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 8:40 pm

Argh, it's precacheItem("panzerschreck_mp");, not precacheweapon.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 8:44 pm

Rezil wrote:Argh, it's precacheItem("panzerschreck_mp");, not precacheweapon.
:D I tried Precache model but that didn't work either.
Now it works m8, thx.
You, drof and the guy who made the jumppads (can't think of his name atm) will get numerous credits when my map is finished :mrgreen:

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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 8:46 pm

I will, however, get the most space on the loadscreen of course. ;)
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 8:49 pm

LOL :mrgreen:

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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 8:53 pm

Also Sam, it would be nice of you posted some progress pictures if you've made anything new.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 9:13 pm

Ok I will.
In text first what I've done so far;

Deck16][ done;

- made a redeemer out of the panzerschreck (with pick up/fire/fly/explode sounds of the redeemer)
- made a damage amplifier out of the Bar (with pick up/fire sounds of the damage amplifier)
- mapping is almost totaly done.
- made the teleport with the unreal sound and fx of the thermite grenade
- "made" 2 jumppads with the unreal jumpboots sound
- all textures in the map are copied from the deck16 map from UT99
- made 2 elevators with the unreal elevator sound
- as you know all weapons auto pick up

Still to do;

- lighting has to be perfected
- make a flickering light
- check for lightleaks (if any)

Wishlist;

- Player can carry up to 10 weapons
- Change all taunts to unreal taunts
- make some jumpboots instead of the jumppads

Probably forgot some things but oh well. :)
I'll make an ingame demo later this evening probably....not avi but dm2 (or is it dm3?)

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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 9:18 pm

<LT>YosemiteSam[NL] wrote: - Player can carry up to 10 weapons
- Change all taunts to unreal taunts

Probably forgot some things but oh well. :)
I'll make an ingame demo later this evening probably....not avi but dm2 (or is it dm3?)
First of all, dm_2 won't work because you need to have the map in order to play the demo. It will work only if you upload the map.

Carrying 10 weapons would be very difficult to script, borderline impossible in fact(some things are hard coded into the engine, as said before). The taunts, however, are really easy to do. If you want to change the text as well it's a bit more difficult but nothing unmanagable.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 9:23 pm

Rezil wrote: First of all, dm_2 won't work because you need to have the map in order to play the demo. It will work only if you upload the map.

Carrying 10 weapons would be very difficult to script, borderline impossible in fact(some things are hard coded into the engine, as said before). The taunts, however, are really easy to do. If you want to change the text as well it's a bit more difficult but nothing unmanagable.
Oh yeah... I totaly forgot about that :oops:

I thought so it is primary and primaryb...that's it. But that doesn't realy matter. Don't want it to be totaly unreal :)

Haven't got around to the taunts yet but I found some mods for those so copy paste and I'm done ... but people hardly ever use those ingame anyway, unless it's autotaunt when you shoot some one ...dono if that is possible ?

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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 9:27 pm

Yeah it's possible, just check when someone kills soneone else, what kind of a kill it was and play the sound accordingly.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 9:35 pm

Yep I thought so like the headshot mod, which I also want to put into my map.

Oh yeah, Drof and I tried to script the 5 minutes remaining into the game but we couldn't get it working, maybe you know a way to do that ? This is the script drof figured out but it didn't work ;

Code: Select all

main()
{
  level.timelimit = getcvarfloat("scr_dm_timelimit");
  level.startTime = getTime();
  thread time();
}

time()
{
   iprintln(timeRemaining());
   while(timeRemaining() <= 300)
      wait 1;

   players = getentarray("player","classname");
   for(i=0;i<players.size;i++)
      players[i] playsound("jump_pad");
}

timeRemaining()
{
   timepassed = (getTime() - level.startTime)/1000;
   timeRemaining = (level.timelimit * 60) - timePassed;
   return timeRemaining;
}

What it's supposed to do is play a sound when there is 5 minutes left in the game.

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Re: Rotating weapon help

Post by <LT>YosemiteSam[NL] » July 12th, 2010, 9:41 pm

Here are some screenshots btw, keep in mind that the lighting still has to be done ;
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Re: Rotating weapon help

Post by Rezil » July 12th, 2010, 10:09 pm

<LT>YosemiteSam[NL] wrote:Yep I thought so like the headshot mod, which I also want to put into my map.

Oh yeah, Drof and I tried to script the 5 minutes remaining into the game but we couldn't get it working, maybe you know a way to do that ? This is the script drof figured out but it didn't work ;

What it's supposed to do is play a sound when there is 5 minutes left in the game.
Code seems fine to me, no clue why it doesn't work. Will check the ProJumpers mod, they have something simmilar.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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