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<LT>YosemiteSam[NL]
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by <LT>YosemiteSam[NL] » March 31st, 2011, 12:23 pm
I'm trying to get the AWE mod to work on all the maps except the ut99 ones I'm building.
I've remodded the awe mod and my dm.gsc and everything (at least the things I want from the mod) is working.
Except for the cookable nades. There is something going wrong with the awe\_weapons.gsc file (I'll post a screen of the error when I get home)
Maybe I'm scripting way to much so my question is; Is it possible to turn the awe mod off and on with 1 simple command ?
Than I can put it in my dm.gsc. Like;
Code: Select all
if((getcvar(mapname) == mp_morpheus) || (getcvar(mapname) == mp_deck16));
turn off awe mod
else
turn on awe mod
Thx in advance
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SubGunner
- CJ Wannabe
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by SubGunner » March 31st, 2011, 1:47 pm
Not sure if this would work but you could add this to fit your needs....
Code: Select all
setcvar("awe_disable", "1"); // Disable
setcvar("awe_disable", "0"); // Enable
That turns off most of the features for the AWE mod.
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<LT>YosemiteSam[NL]
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by <LT>YosemiteSam[NL] » March 31st, 2011, 2:03 pm
To my knowledge I have tried that and it didn't work, on the other hand I tried so many things already maybe I forgot that I didn't
. I'll try it again tonight
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<LT>YosemiteSam[NL]
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by <LT>YosemiteSam[NL] » March 31st, 2011, 4:25 pm
That's what I did and in the ut99 maps the awe is off but when I start the other maps everything works except for the forceweapon and cookable nades. I think it's cause it can't find the "self giveWeapon(weapon);".
It's a bit hard to explain I'll post the necesary script here when I get home.
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<LT>YosemiteSam[NL]
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by <LT>YosemiteSam[NL] » March 31st, 2011, 6:55 pm
Ok this is the script I changed in the dm.gsc;
Code: Select all
spawnpointname = "mp_dm_spawn";
spawnpoints = getentarray(spawnpointname, "classname");
spawnpoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM(spawnpoints);
///////////////////////////////////
level.awe_disable = awe\_util::cvardef("awe_disable",1,0,1,"int");
///////////////////////////////////
if(isdefined(spawnpoint))
self spawn(spawnpoint.origin, spawnpoint.angles);
else
maps\mp\_utility::error("NO " + spawnpointname + " SPAWNPOINTS IN MAP");
if(!isdefined(self.pers["savedmodel"]))
maps\mp\gametypes\_teams::model();
else
maps\mp\_utility::loadModel(self.pers["savedmodel"]);
if(!level.awe_disable || (getcvar("mapname") != "mp_morpheus"))
{
awe\_weapons::givePistol();
awe\_weapons::giveGrenades();
awe\_weapons::giveBinoculars();
self giveWeapon(self.pers["weapon"]);
self giveMaxAmmo(self.pers["weapon"]);
self setSpawnWeapon(self.pers["weapon"]);
}
else
{
maps\mp\gametypes\_weapons::givePistol();
maps\mp\gametypes\_weapons::giveGrenades();
maps\mp\gametypes\_weapons::giveBinoculars();
self giveWeapon(self.pers["weapon"]);
self giveMaxAmmo(self.pers["weapon"]);
self setSpawnWeapon(self.pers["weapon"]);
}
if(!level.splitscreen)
{
if(level.scorelimit > 0)
self setClientCvar("cg_objectiveText", &"MP_GAIN_POINTS_BY_ELIMINATING", level.scorelimit);
else
self setClientCvar("cg_objectiveText", &"MP_GAIN_POINTS_BY_ELIMINATING_NOSCORE");
}
else
self setClientCvar("cg_objectiveText", &"MP_ELIMINATE_ENEMIES");
waittillframeend;
self notify("spawned_player");
}
Everything works except when I set cookable nades to 1 I get this error;
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<LT>YosemiteSam[NL]
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by <LT>YosemiteSam[NL] » March 31st, 2011, 7:14 pm
Ok...I had a moment of clearity. There is no weapon map in the serverside .iwd of the awe mod, only in the clientside part.
So I copied the weapon map into the serverside .iwd and now it works.
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