Just recently got custom GSC functions to work and am looking for "requests".
NOTE: It'll be extremely unlikely if you want huge complicated functions. Such as a function for getting key presses (maybe, still looking into it).
WARNING: I might not be able to add anything in related to paramertized functions or pretty much anything until I find all instances of Scr_AddXXX and GetNumParams functions.
Edit: GetNumParams was identified and added. BIG issues are that Scr_Add are "usercall" which means the secondary compiler WaW went through shit on the function and I have to write a wrapper to get it to work.
Edit 2: Got console commands to work as well.
Suggestion Format
Type: Script or Console
Feature: Does XXXX
Last Edit: October 12, 2015, 08:49:22 pm by DidUknowiPwn
Anything that would make debugging script easier would be very nice. Perhaps an easy way to track variable changes when using developer and developer_script?
Sounds interesting, can you do anything new on the viewmodel animation side of things? Even if it's just spawning another model it will be a game changer.
I'm not sure exactly what you're looking for here, but checking buttons the player is hitting is a big one. If that was possible, like usebuttonpressed, but like buttonpressed, but for the client not just the host.
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
distance doesn't work that way. u cannot just add the two differences, there is some complicated math problem u need to do to find it manually which is why we just prefer an engine func.
but I guess it's worth a try, anyone who wants to test it out:
distance doesn't work that way. u cannot just add the two differences, there is some complicated math problem u need to do to find it manually which is why we just prefer an engine func.
but I guess it's worth a try, anyone who wants to test it out:
client fields can actually be made in WaW's current state. all you need to be able to do is define the zombie, ent, or player on the client side and give it information.
there is a callback that is called every time a zombie spawns, which you can then make a script that adds the zombie to an overall array and removes the zombie from the array when it dies or is undefined. GetEntArray also works in coop, along with GetPlayers being GetLocalPlayers in csc.
you just need to specify the entity number and type in the client system, and you can then define the entity. i found it most effective to send multiple sets of information with only one client system set using a delimiter, then i made a custom strtok in csc ( since strtok is unknown func in csc ) to split up all the information seperately.
so yeah with a bit of effort, client fields or client flags are very much possible in WaW using the resources provided by default.
client fields can actually be made in WaW's current state. all you need to be able to do is define the zombie, ent, or player on the client side and give it information.
there is a callback that is called every time a zombie spawns, which you can then make a script that adds the zombie to an overall array and removes the zombie from the array when it dies or is undefined. GetEntArray also works in coop, along with GetPlayers being GetLocalPlayers in csc.
you just need to specify the entity number and type in the client system, and you can then define the entity. i found it most effective to send multiple sets of information with only one client system set using a delimiter, then i made a custom strtok in csc ( since strtok is unknown func in csc ) to split up all the information seperately.
so yeah with a bit of effort, client fields or client flags are very much possible in WaW using the resources provided by default.
Im aware, however the question is
Quote
Looking for script & console functions to add into T4M
o well i was just wondering if u knew or thought that adding an engine func would be the only way. but yea would be nice if he could do client stuff like that in WaW