I did but I didn’t look THERE xD (feeling stupid
)
Ok, thanks mate
a lot!
But, is it possible to do models yourself also?
Mapping Help
Hi,
I got a script like this (the //text parts are just for myself :P):
game_manager
{
spawn
{
wait 100
setstate gold_message2 invisible
setstate gold_s invisible //värviline kuld
setstate gold_message4 invisible
setstate gold_f invisible //värviline kuld
}
}
exec2
{
death
{
wm_announce "Allies have stolen the Gold Box"
setstate gold_message4 default
setstate gold_message3 invisible
setstate gold_f default
setstate gold_e invisible
wm_announce "Allies have secured the Gold Box"
}
}
exec
{
death
{
wm_announce "Allies have stolen the Gold"
setstate gold_message2 default
setstate gold_message1 invisible
setstate gold_s default
setstate gold_t invisible
wm_announce "Allies have secured the Gold"
}
}
And, want to make the game end after I do BOTH objects not only 1, how to do it - i tryed to look in radar offical script but I didn’t succeed making it work by looking there…
And also, you can see the “wm_announce” there, nomather where I place them, it still gives me 2 notes when I place the obj on its point - Allies have stolen the Gold" and Allies have secured the Gold"… But if i take obj (from desk) then it only says the first part - how to do so that it wouldn’t repeat the first part in the end again…
Also I wanted to make map in what you must steal objects from each other…so, whoever got more obj - is winner…if you know how to set a counter like this then pls reply 
Thanks!
game_manager
{
spawn
{
wait 100
setstate gold_message2 invisible
setstate gold_s invisible //värviline kuld
setstate gold_message4 invisible
setstate gold_f invisible //värviline kuld
wm_set_defending_team 0 //axis = 0, allies = 1
wm_setwinner 0
}
trigger end
{
wait 100
globalaccum 1 abort_if_not_equal 1
globalaccum 2 abort_if_not_equal 1
wm_setwinner 1
wm_endround
}
}
exec2
{
death
{
wm_announce "Allies have stolen the Gold Box"
setstate gold_message4 default
setstate gold_message3 invisible
setstate gold_f default
setstate gold_e invisible
wm_announce "Allies have secured the Gold Box"
wait 100
globalaccum 1 set 1
trigger game_manager end
}
}
exec
{
death
{
wm_announce "Allies have stolen the Gold"
setstate gold_message2 default
setstate gold_message1 invisible
setstate gold_s default
setstate gold_t invisible
wm_announce "Allies have secured the Gold"
wait 100
globalaccum 2 set 1
trigger game_manager end
}
}
well. take a look at your own thread. you got already plenty of help with scripting stuff.
hint: klicking on some links might help :rolleyes:
well. take a look at your own thread. you got already plenty of help with scripting stuff.
hint: klicking on some links might help :rolleyes:
well. take a look at your own thread. you got already plenty of help with scripting stuff.
I know I did, but I really don’t know much about scripting yet…
So I could use a lil help…
Thanks for understanding 
sry for beeing rude, but if you read the links i gave you, you wouldnt ask those questions.
common/cushion or change the shader.
if you use common cushion it will like like you are floating just above the floor, even if you use the smallest size in gtk, so the way to make it look perfect is to adjust the shader.
shader would look something like this: (might not work my skills are rusty)
textures/sl0wr0ck/cushiontexture
{
qer_editorimage textures/sl0wr0ck/cushiontexture.tga
map textures/sl0wr0ck/cushiontexture.tga
surfaceparm nodamage
}
And you put the texture in C:/path/to/wolf/etmain/textures/sl0wr0ck/cushiontexture.tga
Should be:
textures/sl0wr0ck/cushiontexture
{
qer_editorimage textures/sl0wr0ck/cushiontexture.tga
surfaceparm nodamage
{
map textures/sl0wr0ck/cushiontexture.tga
}
}
[QUOTE=stealth6;189995]common/cushion or change the shader.
if you use common cushion it will like like you are floating just above the floor, even if you use the smallest size in gtk, so the way to make it look perfect is to adjust the shader.
[/QUOTE]
You can make the cushion inside that brush and still will work and you won’t see him floating.
technically the new shader is more efficient. If your using specular maps or envmaps, might as well just add that in there and save a few tris.
I wanted to make a gammamap but the adre bar seems to get empty really quick - is there any chanse that i get a adrenalinesyringe? Couse, I cant test my jumps if i cant complete em :mad:
Also, the jumps are kind of bugged, don’t know how to express myself more clearly…uhm…it kind of stops after the next jump, thats all i can say. I didn’t test my map in a server couse its not ready and i don’t have a server, but do i need one to do that crap? :rolleyes:
Thanks in advise!
in devmap, type /nofatigue. infinite sprint (although you run out of adrenaline bar)
yes cushion reacts differently in etmain
in etpro you just jump again, but in etmain you don’t
I gues you’re making a tj map? Then you MUST test it on etpro, but you can setup an etpro server on your own computer for testing.
You do need knowledge in making the server.cfg and using etpro on a server.
configure an server.cfg with dedicated on, then startup ET, go to the load mod and load etpro.
then go to console /exec server.cfg
then ET will close except the console, start ET again (don’t close the open console that is your server) then type /connect 127.0.0.1
That should work. You can then use something like KMOD on your server for unlimited adrenaline syringes
(you could also rent a server with etpro and then test them like that (a friend of mine did that) but I think its pure silly if you can just run etpro on your pc 
Why? He can just make a shortcut with +set fs_game etpro +sv_pure 0 +devmap mapsname
and get tj.lua and exec it…