I saw a post by trem saying to use menuscriptedresponse in menu to catch and pass it on - i can find no examples of this used, and absolutely no info on it anywherehe says scriptMenuResponse" not "menuscriptedresponse"
he says scriptMenuResponse" not "menuscriptedresponse"yea typed from memory, have been searching the proper name. Coddmodd just sent me some stuff im looking into aswell but still way over my head
since ive never looked into this... i can only tell u files too look into
raw\ui\controls_common.inc
raw\ui\popup_leavegame.menu
raw\ui\scriptmenus\invert_axis.menu
raw\ui\scriptmenus\invert_axis_pc.menu
raw\ui\scriptmenus\select_difficulty.menu
raw\ui\scriptmenus\special_features.menu
ill look into it after school if my ark server is still down :troll:
He does that, lol.well it does look like its on the right track, just a bit confusing when your a menu babyHave you seen this post?
https://ugx-mods.com/forum/index.php/topic,6745.0.html (https://ugx-mods.com/forum/index.php/topic,6745.0.html)
oops nvrmd, I see you had it there at the bottom
so... if im reading it right, u should have ur csc set 4 dvars for each player (maybe use a for statement to make it the # of players) then set the variable to true or whatevs... then in gsc have a looping check to see if the dvar is true or the designated variable? The only thing that i would think that would mess with ur process is the setting dvar part... If i remember correctly when i was testing dvar stuff, u need to have the dvar defined b4 the game starts, sort of like xmodels. Idk if thats tru or not, its been a while since i last scripted anything in gsc, let alone with dvars.fancy helping me out with that sometime :)
I forgot to check my stuff last night to see if I do this at all, I don't think I do, cause I think I always found another way around it, but what liamsa669 said makes sense to try. You say it always updates the host/level, well then give the host/level 4 dvars to check and set then. Just one for each possible player? mydvarplayer1, mydvarplayer2, mydvarplayer3, mydvarplayer4...? Then do whatever you want in gsc... no? That's what he is saying right?this is what i thought i was doing before, let me explain
I'm not sure what you are trying to do to suggest any alternatives.
this is what i thought i was doing before, let me explain
i was told that doing setClientDvar for any player in CSC updates the host, so i had 4 dvars on that host - one for each player, that i was checking in a loop
but setClientDvar actually doesnt and is infact unique to that player ( which makes sense really ) and "setDvar" is a unknown function in CSC - and you cant get client dvars in gsc so im not sure how to go about it basically
pretty much i need player 2 - to be able to update player 1s dvars, or handle it globally, both i cant find a solution for
its really annoying coz every other aspect is working, the timing out, dissapearing when you die, picking it up etc,, just not notifying back so i can reward the player with their free grenades or whatever
SetDvarBool() seems to be in csc, did you try that? (According to my list of csc functions people have provided)i havent tried that actually, will check it
Hmm, and this has to be done in csc?
i never got around to trying this but i have always wondered if you set an entity variable in either gsc or csc will it be visible and be the same value in the opposite. so for instance could you make a variable in cscthe gsc wont return that info - cant see it at all for the clients
and then do a loop in gsc to see when the variable has changed?
i havent tried that actually, will check it
and no it doesnt "have" to be, but i imagined the performance enhancement behind it amoung other things
like setinvisibletoplayer seems sorta buggy, sometimes itll kill the fx playing on it sometimes it wont, and any mistakes can lead to other people picking them up when they shouldnt, plus in CSC can play sounds to one player only and more
was just looking to improve my vulture and make it manageable for proper use in WAW with less risk - plus call it a personal challenge
weve been talking in chat a lot about the advantages of csc, intrigued me
i never got around to trying this but i have always wondered if you set an entity variable in either gsc or csc will it be visible and be the same value in the opposite. so for instance could you make a variable in csc
and then do a loop in gsc to see when the variable has changed?
Lol, okay, okay. I know blunt has made many strides with csc related things if he weighs in here. I've seen him do many player specific/unique things in csc using csc scripts and functions I would never had thought to look in and haven't had the time to learn more about.some of these things i was unaware of, but the main advantage i was going for is reducing the ent count as the csc ent counts towards a seperate gspawn limit, so i thought would be ideal for four players without limiting how many drops could be around at once
I thought it might be for vulture. Other than the fx playing to just one player, I don't see any other advantages to use csc. But I'm sure I didn't think of everything. GSC can play sounds to only one player as well, player playlocalsound I think only plays to the player, and not 3d, unless you meant something else.
some of these things i was unaware of, but the main advantage i was going for is reducing the ent count as the csc ent counts towards a seperate gspawn limit, so i thought would be ideal for four players without limiting how many drops could be around at once
i had used it on widows too btw, and was hoping to find more uses for it - the fx aspect of vulture is the only thing working properly through csc atm
didnt mean to mark that as best answer lolLol
and yea using distance checks and traces ill bet, i did something similar
Loldefinitely something to consider, i had made my own triggers using trigger radius so i could display different hints to people andregister when its "used" rather than touched
Well for the menu hintstring yeah, but I meant I replaced the waittill("trigger") with my own version that returns the player that triggered it, and removed all the trigger uses from the map. If your trying to save on ents, its saves a lot. In one version I replace the triggers with a script_struct.
fancy helping me out with that sometime :)i would love to... but ive never been able to get any csc script to work for me :D for some reason my csc is always replaced by the original script, no matter what i did. Ill try getting it working again, since this is a diffrent computer than the one i used when i last tried
im at a cross roads now, it means the last perk release is broken, so i either need to revert to the old way or fix this
and setDvar doesnt work in csc on clientdvar - which is my issue
SetDvarBool() seems to be in csc, did you try that? (According to my list of csc functions people have provided)SetDvarBool and SetSavedDvar are both in CSC, and they behave the same way. Since CSC is client specific and not open for each player to share, they will just set the dvar for the one player.
Hmm, and this has to be done in csc?
some of these things i was unaware of, but the main advantage i was going for is reducing the ent count as the csc ent counts towards a seperate gspawn limit, so i thought would be ideal for four players without limiting how many drops could be around at onceYes CSC g_spawn runs on a separate limit since it is client specific, which is why if you get a g_spawn in GSC, it will stop all player's games as you probably know, but it says the name of the players because there is also the event you get a g_spawn in CSC for only one of the players. Thats why it says the player's name if you ever wondered why.
i never got around to trying this but i have always wondered if you set an entity variable in either gsc or csc will it be visible and be the same value in the opposite. so for instance could you make a variable in cscAgain, not possible since GSC things are for everyone to see based off the host, and CSC is just client specific.
and then do a loop in gsc to see when the variable has changed?
I forgot to check my stuff last night to see if I do this at all, I don't think I do, cause I think I always found another way around it, but what liamsa669 said makes sense to try. You say it always updates the host/level, well then give the host/level 4 dvars to check and set then. Just one for each possible player? mydvarplayer1, mydvarplayer2, mydvarplayer3, mydvarplayer4...? Then do whatever you want in gsc... no? That's what he is saying right?Again, won't work to CSC being client specific.
I'm not sure what you are trying to do to suggest any alternatives.
actually codmodd has come back to me with a wayYou mean the GetClientDvar function they made with a menu? Yeah it works but you cannot loop it.
CSC -> SetClientDvar/SetDvar wtvexecOnDvarInt? Hmm I thought of this too but where would I put it? What menu?
Menu -> execOnDvarInt -> openScriptMenu "oops dis_didguf"
GSC -> menuresponse menu oops dis_didbug response
Yes CSC g_spawn runs on a separate limit since it is client specific, which is why if you get a g_spawn in GSC, it will stop all player's games as you probably know, but it says the name of the players because there is also the event you get a g_spawn in CSC for only one of the players. Thats why it says the player's name if you ever wondered why.Again, not possible since GSC things are for everyone to see based off the host, and CSC is just client specific.Again, won't work to CSC being client specific.G_Spawn is ran by each player.
So no you cannot do this is what I am trying to say. Back when I started modding BO1 I tried this for days and learned everything about CSC. Don't waste your time on this like I did, it just doesn't work.
G_Spawn is ran by each player.except on BO1 i think, prob why hes confused ( or at least thats what lilrifa told me )
If the host drops due to it then it drops all players because he's the host and there's no other connection being made.