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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
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
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
didnt mean to mark that as best answer lol
and yea using distance checks and traces ill bet, i did something similar
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Lol
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
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
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
SetDvarBool() seems to be in csc, did you try that? (According to my list of csc functions people have provided)
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 once
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?
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?
I'm not sure what you are trying to do to suggest any alternatives.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
actually codmodd has come back to me with a way
CSC -> SetClientDvar/SetDvar wtv
Menu -> execOnDvarInt -> openScriptMenu "oops dis_didguf"
GSC -> menuresponse menu oops dis_didbug response
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
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.
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.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
G_Spawn is ran by each player.
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.