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Messages - WARDOGSK93

what you posted above should work just fine as long as you still have the usings

well for somereason it doesnt :( if its in the same function it works perfectly fine seperate it and the game throws that struct not entioty error

if it helps i just pushed all of my gamemode script to my GitHub

Where im giving weapons
Where im calling player_init

youl have to bit of digging to fine where the rest is called from

Double Post Merge: September 30, 2016, 08:38:43 pm
Wow the reason this wasnt workign was cause of a stupid typo i made in my callback system :( im so dumb See typo
1084 days ago
Just do:

#using scripts\shared\callbacks_shared;
#using scripts\shared\flag_shared;

#namespace wardog_test_script;

function pre_init()
{
callback::on_connect(&test_player_connect);
}

function test_player_connect()
{
    level flag::wait_till( "initial_blackscreen_passed" );
    weapon = getweapon("ray_gun");
    self giveweapon(weapon);
    self switchtoweapon(weapon);
}

That should work.

This worked perfectly fine until i decied i wanted to call another function and give my weapon from what function

This does not work but above does

Reason i want to split the functions up is because i want to add my gamemode mod to BO3 and for that to work i need to init the player specfic to the gamemode (calling different functions)
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1084 days ago
so you must give weapon after spawn not after connect i think there is your problem

i thought so to thats why i added level waittill("between_round_over"); to waittill start of round 2 but i still got the error
1084 days ago
its will be better to post here your complete script

see the thing is i dont rly have a complete script just giving a weapon on player connect so ive pretty much given what i have

but yeah hers my script, currtly its all commented out cause none of it works no matter how i type it

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1084 days ago
These should work for giving weapons


player GiveWeapon(GetWeapon("ray_gun"));
// -----------------------------------------
weapon = GetWeapon("ray_gun");

player GiveWeapon(weapon);

But you will also then need to switch to it. Is that the part that is missing? Did you try switching to it?


player SwitchToWeapon(weapon)

no im straight up not getting the weapon, when the game tries to give me the weapon it throwss a error "struct is not an entity" even if i add a SwithToWeapon() or swith weapons in game i dont get it
1084 days ago
So im tryign to give my self weapons from script but everytime i try this i just a a "struct is not an entity" error



What i have tried so far

player GiveWeapon("ray_gun"); // Didnt think this would work
// -----------------------------------------
player GiveWeapon(GetWeapon("ray_gun"));
// -----------------------------------------
weapon = GetWeapon("ray_gun");

player GiveWeapon(weapon);
// -----------------------------------------
#using scripts\zm\_zm_weapons;

weapon = GetWeapon("ray_gun");

player zm_weapons::weapon_give(weapon);
// -----------------------------------------
#using scripts\zm\_zm_weapons;

player zm_weapons::weapon_give("ray_gun");
// -----------------------------------------
// tried all of the above but adding a SEE BELOW before them to make sure everything gets init'ed
level waittill("between_round_over");
1085 days ago
Hey everyone,

I have been trying to get bo perks in my map for rhe past few weeks, but I keep getting errors. A few days ago I tried the perk system made by wardogsk93, but this one also is giving me errors :S .  The error I am currently getting is:

Server script compile error
   animation 'pb_stand_alert' not defined in anim tree
               'generic_human'
   self SetAnim(%pb_stand_alert);


Does anyone know how I can fix this OR can link me to an up-to-date video tutorial that would be amazing.

Thanks,


Why aren't you using HarryBo21's perks?

yeah i'd recommend using Harry's perks since i havny updated this perk system and was buggy AF when i released it also how did you get the files thought i removed all dl links
1115 days ago
How are you firing the left weapon, ads? Why not look for that and check the right side gun. I assume you can only have a certain gun in right and left hands?

ps, didn't notice it said bo1, oops

after a good nights rest and reading what MakeCents said i dawned on me how simple this is, just a normal waittill weapon fired but check if ADS button is pressed and now it works perfectly

Sorry but you are not allowed to view spoiler contents.

Marked MakeCents as best answer but this is also part of the answer
1123 days ago
so im trying to script the RayGun MK 3 but i cant seem to figure out how to detemine which weapon you fired (left or right hand) since GetCurrentWeapon() always returns the right hand and "weapon_fired" notify doesnt give the weapon fired

i mean ive tested with the left hand side of MK 3 being executed when i shoot the m1911 and it works fine but i just cant get it to work from firing the MK 3 left hand :(

ive tried to make my own notify but again for somereason it only works on right hand weapon, left hand never gets notified (right hand only ever gets print out)

// <player> thread dualwield_weapon_fired_notify_think(<weapon>);
// <player> thread dualwield_weapon_fired_notify_think("m1911_upgraded_zm");
// <player> thread dualwield_weapon_fired_notify_think("m1911lh_upgraded_zm");

dualwield_weapon_fired_notify_think(weapon)
{
self endon("disconnect");

ammo = 0;

max_clip = WeaponClipSize(weapon);
max_stock = WeaponMaxAmmo(weapon);

for(;;)
{
wait .05;

if(!self HasWeapon(weapon))
{
while(!self HasWeapon(weapon))
{
wait .05;
}

ammo = self GetWeaponAmmoClip(weapon) + self GetWeaponAmmoStock(weapon); // reset ammo since it should be a new instance of the weapon (just bought / obtained)

continue;
}

result = self waittill_any_return("weapon_fired", "reload_start");

clip = self GetWeaponAmmoClip(weapon);
stock = self GetWeaponAmmoStock(weapon);

if(result == "reload_start")
{
str_result = self waittill_any_return("reload", "weapon_change");

if(str_result == "weapon_change")
continue;

ammo = max_clip + max_stock; // FIXME: maybe this should be max_clip + stock (max + current)
}
else
{
test_ammo = clip + stock;

if(ammo < test_ammo)
{
ammo = test_ammo;

self notify("dualwield_weapon_fired", weapon);
IPrintLn(weapon);
}
}
}
}
1124 days ago
Just thought I would post sped up versions my weapon porting streams
Sorry but you are not allowed to view spoiler contents.

Just added the final stream (it was porting the Origins Staffs and was the first stream were I showed a few weapons in game)
1143 days ago
so no one knows how to fix this issue?

has anyone else ever even see this issue before?
1148 days ago
Just thought I would post sped up versions my weapon porting streams


Stream #1

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1153 days ago
Update:
        Added video to OP
1156 days ago
Try setting Detail normal map as proper image, not identity one. Proper ones would have in name for example "reticle_noise"
Edit: Also, turn off GE128, if you have it set

Hitman i fucking love you (no homo though ;)) this has been bugging me for long not having working reticles :D

Sorry but you are not allowed to view spoiler contents.

EDIT: i had GE128 set because my reticles have black backgrounds and didnt want the black to show but apprently GE128 doesnt matter with red dots the black just fucks right off :P
1158 days ago
really depends on the image you're using. if it's the same from bo2 then it will always look like this.
image i'm using :
(Image removed from quote.)
In-Game :
(Image removed from quote.)
so its supposed to not be a dot? and ye im using images from bo2

was expecting my red dot to actually be a dot not using one of the fancy shaped retices just a regular dot

anyways thanks for the help
1158 days ago

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