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Topics - bhmbob

Hey!
I know basic scripting at best, so bare with me here.
When I reach a certain point in my .CSC script, I'm trying to get it to run a function in a .GSC

I know that for the other way round "setclientsysstate" can be used, but am unsure of any similar way for it to work this way.
I also tried setting a clientDvar in the .csc, but don't know of a way to wait for clientDvar in GSC

If you need me to explain anything better, I can try to, but I'm sure I've already rambled as it is :D
1432 days ago
Sup! All I'm trying to do is move the viewmodel lower down the screen and also rotate it on the x axis, similar to how the weapon would be in black ops 2
Sorry but you are not allowed to view spoiler contents.
, but I'm not sure which (if any) setting to change in my weapon file.
I seem to remember someone saying about it to me before, so am not sure if it is possible.

1441 days ago
SUBVERSION
A process by which the values and principles of a system in place, are contradicted or reversed
Subersion has been in theory for the past year, but only recently been started on (Original ideas were in another WiP)
Detail is the highest priority in the map, which is the main reason updates/areas take so long-
(Detail being, Ambient sounds, Ambient FX, Ambient/Scripted Lighting, Realistic Texturing,adheres to gameplay standards)
I am aiming for similar ambiance and atmosphere to MoTD, while keeping original (Not just ripped sounds)

                                                                                                                                       
Main Features:
-Different environment styles (eg, Clean, Rustic, Overgrown) depending on the area of the map
-Range of perks (minimum of 8, but not all 12 perks)
-Only Black Ops 1/2 and MW3 weapons, with one or two from Ghosts/AW
-Custom HUD (Visible Below)
-Reworked perk system and Logical Pro Perks (Balanced and useful)
-LOGICAL Double pap (Not every weapon, but not random ones)
-MoTD Quotes, Viewhands, Characters
-Ambient sounds, FX, Lighting
-Re-done solo revive system(Potentially MP)
-SOLO and MP easter eggs
-Fog Rolling In
And a lot more that need to be started!
                                                                                                                                       
Images!
Sorry but you are not allowed to view spoiler contents.
Currently I'm only uploading images of near perfect/done areas (No area is fully done yet)








[/spoiler]
[/center]
                                                                                                                                       
Questions/Beta:
Sorry but you are not allowed to view spoiler contents.
http://youtu.be/SRgFUtOW9W4
Completed
10%
1457 days ago
I've been trying to re-add the Bettys into my map, and they have been added, but when I give myself the bettys and switch to another weapon, they are unaccessable.
The bettys are still on my player, but the actionslot is unaccessable.
All other action slots are accessable bar the one they are assigned to (action slot 4)

1466 days ago
I've had this issue since first using tom's programs (I'm not sure if it's common, known or uncommon)

around 50% of the weapon files in the xmodelutils program show up missing textures like the image below, and when I have exported them (Using lime, IWI viewer or any other program) only get the white looking textures and some with opacity all over. I've looked in assman for BO1 and the guns show up correctly (Brown wood textures ,etc)



I've posted on Tom's forums but don't expect an answer, so if any of you know how I could fix this it'd be great?

-Bob
1510 days ago
Not sure which topic to post this in, but when I launch the launcher I get "an unhandled exception" and this error..

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.IOException: The file or directory is corrupted and unreadable.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
   at System.IO.DirectoryInfo.GetDirectories(String searchPattern, SearchOption searchOption)
   at LauncherCS.LauncherForm.AddFilesToTreeView(String Directory, TreeNodeCollection tree, Boolean firstTime)
   at LauncherCS.LauncherForm.AddFilesToTreeView(String Directory, TreeNodeCollection tree, Boolean firstTime)
   at LauncherCS.LauncherForm.AddFilesToTreeView(String Directory, TreeNodeCollection tree, Boolean firstTime)
   at LauncherCS.LauncherForm.LauncherModComboBoxApplySettings()
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at LauncherCS.LauncherForm.UpdateModList()
   at LauncherCS.LauncherForm.LauncherForm_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5477 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Launcher
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Call%20of%20Duty%20World%20at%20War/bin/Launcher.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I'm not sure how to fix it, It was happening before I did a system restore, and still happens now, I've reinatalled all the necisery (I know that's spelled wrong)  windows drivers.. please help :)

Also the lauincher works fine for a minute or two, but when compiling, building mod etc, it crashes..
not sure if it's to do with the UGX modtools patch as I only installed them an hour before I first got the error.
1843 days ago
Hey guys, I've been looking around for how to add a foogy area to my map, such as over a river, without making the whole map foggy...
All i've found is how to add fog to the whole map and was wondering if anyone knew how to do that?
such as in this image, so that you can barely see to the other side of the water???

Any help would be good :D
      -Bob
2018 days ago
Hey beautiful people :)
This is my custom map I have been working on for a while, most of you have probabely already seen it...
But it is called....
Nazi Zombie Streetside!

I originaly planned on entering this into the mapping contest shown on the front page, but couldn't due to last minute errors (lots of)

Anyway, the map is set in a derelict town somewhat in the middle of nowhere, it's got and will have everything you would expect a typical town to have, from a train station to a pub...

Anyway to the pictures.

This is the house :D










Pub.




This area looks sexy in game imho^^^

Public Grounds



Junkyard (Early Mapping)



The neighbours...





Train station


Based  LOOSELY off of a real live area/s...



Car park/ Butchers...



And the rest of the neighborhood (Early Mapped)




Finally, a birds eye of the whole map.


So let me know what you think of the images so far, there are quite a few areas in the map I have left out... so look forward to seeing them in the future, but if you have any ideas/ advice for what I could add to the map or change to make it better please just leave a comment, and let me know what you think anyway...

I will also be adding more misc detail into the map once it reaches the stage of near completion.

Also any questions, just ask..

Thanks for all the support and help I have gaind from people the past two months too, I will not let anyone down :)

~Bob
2054 days ago
hey, i was wondering if anyone had a tut or script that would do this...

when you go up to a door, instead of the press to remove debris, it said, key needed.
Then you have to find a key and say buy it, and when you go back up to the door, you press to use the key, opwning the door?

any help would be grateful :)
2126 days ago
hey, when i launch my map, everything is fine, but when i get the wunderwaffe or go through a trap, instead of the lightning fx that would come into your view, all i get  is the blue and white boxes... i'm not sure what is wrong, i dont remember deleting anything from the gsc's or anything... any help would be nice :D
2149 days ago
im making a map currently, and the average teleporter size it too big... so i was wondering if anyone could help...
where is the file for the mainframe model from der rise located (eg the circular pad you spawn in on, and the one similar to kino)
any help would be appreciated :D
2150 days ago

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