General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12355327 views, last view: 10/07/2024 09:21 |
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for questions, announcements etc.
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#9274: .. |
by Acord
on 10/12/2007 16:22
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Scripts apply to everything, so no...
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#9275: .. |
by zheddo
on 10/12/2007 17:18
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*sob* ;)
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#9276: Re: .. |
by Xannin
on 10/12/2007 19:27, refers to #9274
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Would it be possible for the script to have some sort of if/then statement the tests to see what weapon you have, and then only continues if you are using a certain weapon?
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#9277: Re: .. |
by MovingTarget
on 10/12/2007 20:54, refers to #9276
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There are no variables or functions yet to determine what kind of weapon you have. It shouldn't be that hard to make, though, if you know a little c++.
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#9278: HELP PLEASE |
by huntter32
on 10/12/2007 20:57
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Everytime i try to connect on multiplayer it says i can't and i've read everything on the site related to this problem and nothing helps, can someone please help and tell me what to do
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#9279: HELP PLEASE |
by huntter32
on 10/12/2007 20:57
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Everytime i try to connect on multiplayer it says i can't and i've read everything on the site related to this problem and nothing helps, can someone please help and tell me what to do
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#9280: Re: .. |
by SheeEttin
on 10/12/2007 21:16, refers to #9277
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Quin did it in Blood Frontier. The sniper rifle has a specific sight, appropriately enough. (All the other weapons share sights.)
huntter32: Post the error, and don17't double-post.
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#9281: Re: .. |
by SheeEttin
on 10/12/2007 21:17, refers to #9280
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Oops. That's what happens when the math puzzle loses focus.
Ignore the 17 in "don17't".
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#9282: Demo Fuction |
by IhaveNoName
on 10/12/2007 22:05
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After so many patches for the Servers my client can\'t play a recorded demo :( I get the message, that I have a different verion to play the demo :(
Please Help me out....
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#9283: Re: Question zoom |
by hampus_
on 10/13/2007 00:58, refers to #9273
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Just don't use it with the other weapons. Problem solved ;)
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#9284: SpaceNavigator Integration |
by Ben Garney
on 10/13/2007 12:34
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I had a little bit of time so I made a crude integration with the 3d connexion SpaceNavigator. It's simple but it makes editing a lot nicer!
You can get source & read about it at:
http://coderhump.com/?p=107
(win32 only)
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#9285: AC doc reference |
by >driAn<.
on 10/13/2007 13:28
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a short explanation on how the ac doc reference works..
http://assault.cubers.net/forum/extension.php?CategoryID=7&PostBackAction=Blog
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#9286: Re: .. |
by Xannin
on 10/13/2007 19:37, refers to #9277
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I know it sounds a little ridiculous but, couldn't you bind a script to the zooming weapon key that brings out the weapon and binds a key for zooming. Then bind scripts for the other weapons that would unbind the zoom key as it brings out the weapon?
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#9287: Re: .. |
by MeatROme
on 10/13/2007 20:40, refers to #9286
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your question is oddly put ... but I think you want some form of zooming-script ... scourge http://quadropolis.us/flexinode/table/2?sort=asc&order=title
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#9288: Re: .. |
by SheeEttin
on 10/13/2007 21:37, refers to #9287
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I think he's mistaken about the definition of "bind"...
The manual doesn't explain it and Wikipedia doesn't have an entry, so I'll define it.
To "bind" a key means to assign an action to that key, so when it's pressed, the action is made.
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#9289: Coop remip |
by SheeEttin
on 10/14/2007 00:36
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So a new feature was introduced recently, the one that causes everyone to remip if everyone remips (in coop).
Problem is, I do a lot of remipping, so it's very annoying to other people.
Does anyone know how I might go about disabling this (or better yet, creating another /remip that doesn't make everyone do it)? I've been reading the source, but I can't figure out where it actually does the network remipping. Closest I found was line 458 in engine/octa.cpp, but that's only if it's a local game...
Any help, if only a suggestion as to which file or function to look in, would be very much appreciated.
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#9290: Re: Coop remip |
by eihrul
on 10/14/2007 01:38, refers to #9289
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You're not supposed to disable it. Once you remip, your map has changed in a way that has made it incompatible with all other clients. Unless the other clients remip, then you are no longer editing the same maps. That is there by necessity, not choice.
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#9291: Re: Coop remip |
by MovingTarget
on 10/14/2007 01:40, refers to #9289
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That IS annoying. Look in fps.cpp, line 667 to 671. (I think) that case statement means if you do a remip, it sends a message to the server so everyone else must also remip. So you should only have to remove that case statement, and you'll be good.
Correct me if I'm wrong.
MovingTarget
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#9292: Re: .. |
by Xannin
on 10/14/2007 01:54, refers to #9287
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It's not the zooming part that I am musing about, it's making it so that the zoom is only available on a certain weapon without having to alter the source code.
So SheeEttin, your saying that you can't make it so that when you press a key, a script is executed?
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#9293: Re: .. |
by demosthenes
on 10/14/2007 02:07, refers to #9292
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It's not about pressing keys anyway. I can still type /weapon 3 3 3 and then /fov 30 and get a zoomed in rocket launcher, or /bind lctrl [if (= $fov 120) [fov 30] [fov 120] ] and magically have a zoom script bound to a key.
You can't restrict fov changes to a single weapon without altering the source, and I don't think you should do that even then. I prefer to play with a field of view angle of 100, not 120, which is part of the reason I'm not really interested in Blood Frontier at the moment. Because the method used to implement anti-zoom-scripting in BF is to lock fov to 120 except when using the rifle, in which case it allows you to zoom in to another fixed fov, without any sensitivity compensation.
Ugh, way way longer than I wanted and I did not intend to rant against BF, which is actually quite good except for the silly locked perspective.
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