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Modded stock and limited weapons
Howdy all,
I just recently figured out how to add stock models into stock maps. This has only brought me up to the next level of frustration over why no one else can see the jeep or halftrack that I scripted into the map. Can anyone tell me why this is? They are both stock models. It also gave me an idea. Say I mod my server to eliminate all the weapons but smg's and rifles. Next, I script in a limited number of weapons to appear at the spawn points or set places in the map as well as appropriate ammo. Now, I know what you're saying, "That defeats the purpose", right? No. How about this. All these people have been working on the CTF maps, where once the flag has been captured, it's with that person until they are killed. Then it sits there for a set amount of time before returning to it's spawn point. If that could be applied to weapons, then you'd have functional control of weapons numbers. No more rocket or stg brigades. The only drawback I could foresee, (beside it not working oOo: ) would be the extra work you would have kicking the retards out of your FFon server who are TKing to get their weapon of choice. But I can live with that. So if anyone has any advice on how to get this to work, preferably in a server-side only fashion, do let me know. And to digress, If anyone can help me in getting those stock models to show up, (again in a server-side only config), please let me know. I've seen the DADs server's ver. of The Hunt, with an ambushed allied convoy in the street, and that is kind of the effect I was going. |
Do you mean you have a script on the server which spawns somethin only you can see?
I spawned several things into different maps and can't figure out what would meke it were your the only one who sees it. Is there any chance you also have the mod on your computer at the same time? If a copy of the mod was still on your server from testing it. There is a chance that what you are seeing is from the mod still on your computer and no the server. |
Goodness, I have tons of mods in the main folder. I'll take them out and see if that helps.
What I did was create a pk3 like Dogmeat's mapfix, but also added some MG's and a jeep to The Hunt. Unfortunately, no one can see the jeep. You can't walk through it. It's solid, but invisible. |
Reply back with a copy of the scrip you use to spawn the jeep and I'll see if I can help you.
I have noticed there are some models you can spawn, which you can wall thru. No matter what I haven't been able to make soom models solid. |
Here's what I added. I only changed the coord's. It shows on the server computer fine, but is a solid invisible on anyone else's. You can jump on it, can't walk through it and can't see it.
local.jeep = spawn script_model local.jeep model "vehicles/jeep2.tik" local.jeep.origin = ( 1042 -912 -72) local.jeep.angles = (0 235 0) |
You Have....
local.jeep = spawn script_model local.jeep model "vehicles/jeep2.tik" local.jeep.origin = ( 1042 -912 -72) local.jeep.angles = (0 235 0) There is no jeep2.tik . Or atleast I haven't seen one You cant spawn something that doesn't exist. Try local.jeep = spawn script_model local.jeep model "static/vehicle_jeep.tik" local.jeep.origin = ( 1042 -912 -72) local.jeep.angles = (0 235 0) Or local.jeep = spawn script_model local.jeep model "vehicles/jeep.tik" local.jeep.origin = ( 1042 -912 -72) local.jeep.angles = (0 235 0) Hope this helps. If now reply and we'll try something else. |
I'll give it a try, thanks. Would it be "jeep2.tik" if there were more than one?
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Quote:
You have to use the name of the .tik file You dont need to use different names for different copies of the same model. But, if you do want to use different names, uses different names when you do the local.whatever local.whatever2 local.whatever3 local.jeep = spawn script_model local.jeep model "static/vehicle_jeep.tik" local.jeep.origin = ( 1042 -912 -72) local.jeep.angles = (0 235 0) local.jeep2 = spawn script_model local.jeep2 model "static/vehicle_jeep.tik" local.jeep2.origin = ( 1042 -912 -72) local.jeep2.angles = (0 235 0) But I don't think its needed. I have four tanks spanwed in Remagen.the only difference is the coordinates for each one. Let me know if you need more help |
That was it. Thank you very much!
Any ideas or opinions on the thought of weapons limits? |
I'm not positve about this, but I think I'm right.
If you do spawn any weapons into the game. After someone picks them up. They weapon will respawn after the person moves so far away or after a certian amount of time. I' not sure which it is, or it may be a mix of both. I though you should know, So you can keep this in mind as you decide what weapons to spawn and where. Druid |
But is there a way to control their respawn with the same type of script that controls the behavior of the flags in CTF maps? If so, the weapon wouldn't respawn at the initial point until so long after it's dropped or the user is killed.
It's great in theory, but I wouldn't even begin to know how to implement it. BTW, Thanks for your help on the scripts. Your comment about the incorrect model led me to figure out that I was pulling script from a mod that had renamed models, hence no one else saw them without that mod. That led me to figure out that I could adjust .tik's and still have them be server side. NooB for all else, but new and cool for me. Thanks again. Anybody else have any ideas about modding the CTF script? |
Okay, almost there. The only last thing is making the model impervious to weapons so they can be used as cover. Here is an example of the script I'm using for a M3 Halftrack. Unfortunately, you can shoot right through it. Everything else is skookum, but you can't use it for cover.
local.m3 = spawn script_model local.m3 model "models/vehicles/m3.tik" local.m3.origin = ( 2070 3714 -253) local.m3.angles = ( 0 330 0) local.m3 solid local.m3 immune bullet local.m3 immune fast_bullet local.m3 immune bash What's wrong with this picture? (or script as the case may be). Do I need to change something in the .tik? |
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