The only catch i have seen so far is they do not upload the files for you lol.I seen Trinity i think using it, so i started using it also.
After I looked through it I found this at the end Code: ******************** ERROR: global/mike_Torso.st: Expecting ':' on line 1123. ******************** When I went to that line in it is in the middle of this state Code: state RAISE_RIFLE { movetype legs action { rifle_crouch_raise : POSITION_TYPE "crouching" rifle_stand_raise : default } states { STAND : KILLED [B] [I]exec global/states/player_spawn.scr "spawned"[/I][/B] // allow immediate switching to a different weapon instead RAISE_ABORT : +NEW_WEAPON } }
Locate the RAISE_WEAPON state. That's the one you should edit. By adding this: Code: state RAISE_WEAPON { movetype legs entrycommands { viewmodelanim pullout // just to make sure nothing funky's // attached that shouldn't be. correctweaponattachments [COLOR="Red"]exec global/states/player_spawn.scr "spawned"[/COLOR] } states { RAISE_PISTOL : IS_NEW_WEAPONCLASS "mainhand" "pistol" RAISE_RIFLE : IS_NEW_WEAPONCLASS "mainhand" "rifle" RAISE_GRENADE : IS_NEW_WEAPONCLASS "mainhand" "grenade" RAISE_SMG : IS_NEW_WEAPONCLASS "mainhand" "smg" RAISE_MG : IS_NEW_WEAPONCLASS "mainhand" "mg" // RAISE_PISTOL : IS_NEW_WEAPONCLASS "mainhand" "item" // hold all items like a pistol for now RAISE_HEAVY : IS_NEW_WEAPONCLASS "mainhand" "heavy" RAISE_PAPERS : IS_NEW_WEAPON "mainhand" "Papers" // RAISE_RIFLE : default RAISE_NOANIM : default } } Exec commands don't go in the states{} section. Give it a try.
I tryed it and as soon as the loading looked like it was going to finish it booted me back to the main menu like I had just opened mohaa
There are conflicting state files, so yes you would have merge them. I do not remember what modifications to mike_torso.st I made but raise was certainly one of them. And sorry for the slow response!
(Optional) Client, don't put it on the server.: http://www.gamefront.com/files/17887726/zzzz-user-95thClient.pk3 Server: http://www.gamefront.com/files/17169806/zzzzz_95thServer4.pk3
It looks like your right about that, but it also looks like hud_custom.cfg is derived from that file so change the line of code that calls (Line 204 in global/PlayerEvents.scr) Code: local.player stufftext "exec ui/configs/clientdetect.cfg" to Code: local.player stufftext "exec ui/configs/hud_custom.cfg" and the client-side hopefully will work. On a side note, I don't know if that version had the "new weapons" included. I believe I removed them prior to that release as they were a bit buggy. So at best your just adding clientside animations for rifle bashing, a few fixes and loading pic's for the single player maps. Maybe a few sounds too.
I want to creat a mod, which will show when i will kick someone. Example: iprintlnbold_noloc |ADMIN: adminname |ClientKick: playername |Reason: reason In MOHAA 1.00 local.name or netname. I even dont know how to get my name. Like how i can make this stuff? when command will mkae that player will say his own name. Example: My name is <NAME>?
Its impossible to do that with script alone. You'd either need an admin program that does that (In my mod I used Foresight which makes it possible to get player names in script) or you'd need a modded gamex86 in which I don't think one exists for mohaa 1.0.
RazoRapid have created ADMIN++ for 1.00 which is perfect admin system. You can log in or log out as admin there, u can control game inside of the game, example: sv_rcon restart. And there is command sv_kick # <"reason"> example: iprintlnbold_noloc PLAYERNAME was kicked for Cheating. Here is the source codes from ADMIN++, as u are programmer, maybe u can get a name cvar form it? PLEASE. http://www.x-null.net/adminpp/moh10/AdminPP_And_Misc_SRC.zip
He did exactly as I described, a modified gamex86. Sorry I don't have the time/means to code and test for you. Since that wrapper does not have script access (I believe X-Null's 1.2 patch does) you'd have to create a cvar containing everyone's names in order by entnum with some sort of separator. You'd have to set that cvar anytime G_ClientUserinfoChanged is called.