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#1
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Mohaa Portable MG42, Server side mod.
This is a server side mod.
NO NEED FOR CLIENT TO ANYTHING !!! // // Portable MG42 Version 4 // Developed by ScorpioMidget // Thanks to Poolmaster for helping me test it and find the bugs. // 1st public release 22 Jul 2003 // Tested on MOHAA // it might work on SH, i dunno // Tested on obj_team1 ... 4 , all worked ok // // If you find any bugs, let me know what they are so i can release a fixed verision // scorpiomidget@hotmail.com // // FEEL FREE TO USE THIS SCRIPT, BUT PLEASE DONT REMOVE THIS HEADER !. // IF YOU MAKE AMENDMENTS, JUST MAKE A NOTE OF THEM BELOW, THANK-YOU // // Bugs reported that i cant replicate atm // --------------------------------------- // 1. Wolfsbane: When the MG42 is picked up, if the player presses their usual deploy weapon key and fires, //their dropped primary weapon fires and the player starts leaving small health packs everywhere he walks. // // Change Log // ---------- // V4 Released 25 Jul 2003 // ... Fixed bugs reported by Wolfsbane // ... 1. not fixed yet see above // ... 2. Player cant 'double' use the mg when it's being reloaded. And view is restricted. // ... 3. Player using a MG42 can now become a specator // ... 4. Player using the MG42 can now stop using and walk awaay with it, just press USE // ... To drop the weapon you press USE when your walking around with it. // V3 Released 24 Jul 2003 // ... Rewrote a sizeable chunk of the script // ... Streamlined the code // ... Better debug messages // ... Removed on-screen messages, that were not needed, shunted to console output // ... Fix the player death bug, when player died using the mg, they could still use it. // V2 Released 23 Jul 2003 // ... Fixed Change team bug. // ... Altered code to detect player death when using mg. // ... Altered respawn code // ... Fixed other minor problems, and tidied up code // ... Now if a player changes teams while using/carrying the MG, the MG respawns at it's start location. // V1 Released 22 Jul 2003 // ---------- // // ----- How 2 use -------- // put this after 'level waittill spawn' in the main map script // it spawns a portable mg42 // pass parameters <x> <y> <z> <a1> <a2> <a3> <team> // where x,y,z is coord, a1,a2,a3 is angle, team is "axis" "allied" or "both" // exec global/portable_mg42.scr::add ( -703 5494 -159 ) ( 6 8 90 ) "allied" // ------------------------ // Last edited by scorpio Midget; 07-25-2003 at 03:11 PM . |
#2
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Post any bugs/problems/comments here, and i'll do a revised version.
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#3
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Hey man great job doing it. Id be glad to help you test any other mods you may come out with. Pleasure doin bizz with ya m8.
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#4
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Here follows the coords/angles i used to test the 4 standard mohaa obj levels.
OBJ_TEAM1 = THE HUNT Allies have 2 @ spawn area Axis have 2 on steps 2 church // put this after 'level waittill spawn' // it spawns a portable mg42 // pass parameters <x> <y> <z> <a1> <a2> <a3> <team> // where x,y,z is coord, a1,a2,a3 is angle, team is "axis" "allied" or "both" exec global/portable_mg42.scr::add ( -703 5494 -159 ) ( 6 8 90 ) "allied" exec global/portable_mg42.scr::add ( -703 5594 -159 ) ( 6 8 90 ) "allied" // axis exec global/portable_mg42.scr::add ( 2328 -62 -231 ) ( 6 8 90 ) "axis" exec global/portable_mg42.scr::add ( 2428 -62 -231 ) ( 6 8 90 ) "axis" OBJ_TEAM2 = V2 Allies have 1 in 1st hallway through door on right Axis have 1 in far back corner of V2 compound // put this after 'level waittill spawn' // it spawns a portable mg42 // pass parameters <x> <y> <z> <a1> <a2> <a3> <team> // where x,y,z is coord, a1,a2,a3 is angle, team is "axis" "allied" or "both" exec global/portable_mg42.scr::add ( -463 498 -383 ) ( 21 -95 90 ) "allied" // axis exec global/portable_mg42.scr::add ( 2823 655 -442 ) ( 32 144 90 ) "axis" OBJ_TEAM3 = OMAHA Axis have 1 in room with ladder Allies have 1 on each of the higgins boats // put this after 'level waittill spawn' // it spawns a portable mg42 // pass parameters <x> <y> <z> <a1> <a2> <a3> <team> // where x,y,z is coord, a1,a2,a3 is angle, team is "axis" "allied" or "both" exec global/portable_mg42.scr::add ( -607 -5252 -398 ) ( 19 59 90 ) "allied" exec global/portable_mg42.scr::add ( 546 -5272 -398 ) ( 12 85 90 ) "allied" exec global/portable_mg42.scr::add ( 2039 -5275 -400 ) ( 2 64 90 ) "allied" // axis exec global/portable_mg42.scr::add ( 757 583 -271 ) ( 29 58 90 ) "axis" OBJ_TEAM4 = THE BRIDGE Allies have 1 near spawn area Axis have 1 in truck // put this after 'level waittill spawn' // it spawns a portable mg42 // pass parameters <x> <y> <z> <a1> <a2> <a3> <team> // where x,y,z is coord, a1,a2,a3 is angle, team is "axis" "allied" or "both" exec global/portable_mg42.scr::add ( -443 -2040 240 ) ( 15 4 90 ) "allied" // axis exec global/portable_mg42.scr::add ( -3362 3232 329 ) ( 24 161 90 ) "axis" |
#5
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Great job.....:kiss::kiss:
But there is a little prob, when the mg is out of ammo and somebody want to use it, the player is block. ps : excuse my poor english. __________________
"La guerre ne permet pas de savoir qui a raison, mais uniquement qui survit..." |
#6
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Originally Posted by [X-MEN]Simpson
Can you try and explain the problem better please
then i can fix it. |
#7
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When the Mg42 run out of ammo. If you drop it and retake it. When you want to us it a second time , you freeze. But only when the Mg42 is out of ammo before.
__________________
"La guerre ne permet pas de savoir qui a raison, mais uniquement qui survit..." |
#8
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Bugs bugs bugs!
Ok, from what I have.. sometimes, when you are killed when using an mg42 you don't get removed from it.. you are still using it but your dead. Next, when you change teams while manning an mg42 crazy things happen.. sometimes you spawn somewhere else with it, other times your in the same spot. Next sometimes when you pick up an empty mg42 and when someone else tries to grab it from you,they have infinate ammo and they can't move.I might have a fix for the last one though, but I am not sure. When the mg42 runs out of ammo maybe you can make it so that it changes it with a none usable one and it isn't allowed to be picked up? ... Well, that's all I got... I want to put it on my server but with this many bugs it's stopping me :uuuuuaaa: ![]() __________________
Not dead. |
#9
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Originally Posted by Snake
Great Snake, i fixed the 'SWITCH TEAMS' bug last night [code not posted yet], i'll take a look at others this morning
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1. altered code, needs testing on bigger server 2. fixed 3. looking at it now Last edited by scorpio Midget; 07-23-2003 at 03:49 PM . |
#10
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V2 of this mod available.
Check 1st post of this thread, and download the new pk3, [delete the old if you already have it] |
#11
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Made a small improvement.
When a player is carrying the mg42, it's now correctly positioned in the players hand ![]() Will upload a new version tomorrow. |
#12
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Rewritten a sizeable portion of the script and streamlined the code.
Think i've nailed all the bugs now, did some extensive tests this morning. And that nasty bug of a player still using the weapon when dead is now gone ![]() Fingers crossed that it's bug free at last. NEW VERSION READY, See 1st post of this thread. IF IT IS BUG FREE then i'll start to expand it 2 include the other weapons i had in Monastery Assault, namely: portable mortar launcher portable landmines Also might add a limpit mine option, so u can stick em on walls ![]() I was thinking of adding in some portable ammo boxes, so the team can bring up more ammo for the mg's, what u think of that ? Last edited by scorpio Midget; 07-24-2003 at 04:00 PM . |
#13
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Hey Scorpio, ill test the new version of the mod, but I dont think it will work on our server. Theres quite a few extra mods on ours, namely Buzz Goodies which will prob make all the original bugs happen.
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#14
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Originally Posted by PoolMaster
Well try it, you never know, they might not clash.
:wierdshai:mgun: |
#15
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Bug list just arrived in my inbox:
Thanks Wolfsbane, i'll start work on fixing them tomorrow ![]() |
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