U fail so epic with your spelling
but I'd be happy to help you my steam is: Cgallagher21
hey guys
I start building my own modd butt iam out of idee's
i'am colling it soldier in the mist and this is what i got sofar:
*mist
*trowing knife comes back ervery 60 sec
*looks like its night
*no mini map, killcam
*you get cilenced usp with tectical knife, mp5k cilinces and thermal vision, masada cilenced and thermal vision, m21 cilinced and thermal vision.
*laser pointer
*admin menu
you see its a stealth game but i don't find it finished
so i'am asking for new idea's because i don't have any
pleas help and if your a good modder help me with te codes to still a beginner so
SCREENSHOTS
https://steamcommunity.com/profiles/7...9/screenshots/
Last edited by pyrozombie; 05-03-2011 at 03:44 PM.
U fail so epic with your spelling
but I'd be happy to help you my steam is: Cgallagher21
looks good
"It doesn't take the most powerful nations on Earth to create the next global conflict. Just the will of a single man."
-- Vladimir Makarov
[IMG]https://i1236.photobucke*****m/albums/ff441/hiere1/key_art_how_i_met_your_mother.jpg[/IMG]
mod looks nice i can help you with it if you want just send me a pm
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waiting for someone to help me fix my shit https://www.mpgh.net/forum/323-call-d...ax-errors.html
enjoy the nightmare bitch
pleas ad me on steam if you want to help me its pyro1012.
i have a few problems so far:
one the mist clears after a couple of minutes and it is not al over the maps so iam seurching for a good mist code thet covers good and all over a level, every level.
now using this code
also i use this code to get it dark but if somebody shoots at you it gets normal again:SCode:createFog() { level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs ); level._effect[ "FOW" ] = loadfx( "dust/nuke_aftermath_mp" ); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -6000 , -6000 , -6000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5750 , -5750 , -5750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5500 , -5500 , -5500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5250 , -5250 , 5250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5000 , -5000 , -5000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4750 , -4750 , -4750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4500 , -4500 , -4500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4250 , -4250 , -4250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , -4000 , -4000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3750 , -3750 , -3750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3500 , -3500 , -3500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3250 , -3250 , -3250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3000 , -3000 , -3000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2750 , -2750 , -2750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2500 , -2500 , -2500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2250 , -2250 , -2250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , -2000 , -2000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1750 , -1750 , -1750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1500 , -1500 , -1500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1250 , -1250 , -1250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1000 , -1000 , -1000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -750 , -750 , -750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -500 , -500 , -500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -250 , -250 , -250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 0 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 250 , 250 , 250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 500 , 500 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 750 , 750 , 750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1000 , 1000 , 1000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1250 , 1250 , 1250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1500 , 1500 , 1500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1750 , 1750 , 1750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 2000 , 2000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2250 , 2250 , 2250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2500 , 2500 , 2500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2750 , 2750 , 2750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3000 , 3000 , 3000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3250 , 3250 , 3250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3500 , 3500 , 3500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3750 , 3750 , 3750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 4000 , 4000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4250 , 4250 , 4250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4500 , 4500 , 4500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4750 , 4750 , 4750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5000 , 5000 , 5000 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5250 , 5250 , 5250 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5500 , 5500 , 5500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5750 , 5750 , 5750 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 6000 , 6000 , 6000 )); }
and i have done something that doesn't allow you to knife people but can't find what i have done wrong.Code:Vision() { self endon ("disconnect"); self VisionSetNakedForPlayer( "cobra_sunset3", 0 ); wait 5; self VisionSetNakedForPlayer( "cobra_sunset3", 0 ); wait 5; self VisionSetNakedForPlayer( "cobra_sunset3", 0 ); wait 5; self VisionSetNakedForPlayer( "cobra_sunset3", 0 ); wait 5; }
if i got this al fixed i gone think how to expand the modd.
every help gets credits for making it!
thanks already!
Well first:
For the vision to not go awey on taking damage add: ( In the doDvars() )
And make a new gsc file:setDvar("painVisionTriggerHealth", 0);
This name: _damagefeedback.gsc
And add this in it:
And for fog:Code:init() { precacheShader("damage_feedback"); precacheShader("damage_feedback_j"); precacheShader("damage_feedback_endgame"); precacheShader("scavenger_pickup"); level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player.hud_damagefeedback = newClientHudElem(player); player.hud_damagefeedback.horzAlign = "center"; player.hud_damagefeedback.vertAlign = "middle"; player.hud_damagefeedback.x = -12; player.hud_damagefeedback.y = -12; player.hud_damagefeedback.alpha = 0; player.hud_damagefeedback.archived = true; //player.hud_damagefeedback setShader("damage_feedback", 24, 48); } } updateDamageFeedback( typeHit ) { if ( !isPlayer( self ) ) return; x = -12; y = -12; if ( getDvarInt( "camera_thirdPerson" ) ) yOffset = self GetThirdPersonCrosshairOffset() * 240; else yOffset = getdvarfloat( "cg_crosshairVerticalOffset" ) * 240; if ( level.splitscreen ) yOffset *= 0.5; feedbackDurationOverride = 0; startAlpha = 1; if ( typeHit == "hitBodyArmor" ) { //self.hud_damagefeedback setShader("damage_feedback_j", 24, 48); self playlocalsound("MP_hit_alert"); // TODO: change sound? } else if ( typeHit == "hitEndGame" ) { //self.hud_damagefeedback setShader("damage_feedback_endgame", 24, 48); self playlocalsound("MP_hit_alert"); } else if ( typeHit == "stun" ) { return; } else if ( typeHit == "none" ) { return; } else if ( typeHit == "scavenger" && !level.hardcoreMode ) { x = -36; y = 32; self.hud_damagefeedback setShader("scavenger_pickup", 64, 32); feedbackDurationOverride = 2.5; } else { //self.hud_damagefeedback setShader("damage_feedback", 24, 48); self playlocalsound("MP_hit_alert"); } self.hud_damagefeedback.alpha = startAlpha; if ( feedBackDurationOverride != 0 ) self.hud_damagefeedback fadeOverTime(feedbackDurationOverride); else self.hud_damagefeedback fadeOverTime(1); self.hud_damagefeedback.alpha = 0; // only update hudelem positioning when necessary if ( self.hud_damagefeedback.x != x ) self.hud_damagefeedback.x = x; y = y - int( yOffset ); if ( self.hud_damagefeedback.y != y ) self.hud_damagefeedback.y = y; }
the Lower the numbers are, the more fog. NB: Not All maps have the same "locations" so some maps will have more fog then others.If you want alote Fog:Code:createFog() { level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs ); level._effect[ "FOW" ] = loadfx( "dust/nuke_aftermath_mp" ); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , -4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , -4000 , 500 )); }
Code:Fog() { level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs ); level._effect[ "FOW" ] = loadfx( "dust/nuke_aftermath_mp" ); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 1000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -1000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1000 , 1000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 1000 , -1000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1000 , 0 , 300 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1000 , 1000 , 200 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -1000 , -1000 , 100 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 0 , 300 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 2000 , 200 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , -2000 , 100 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 3000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -3000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3000 , 3000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 3000 , -3000 , 300 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3000 , 3000 , 200 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -3000 , -3000 , 100 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , -4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 0 , 300 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 4000 , 200 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , -4000 , 100 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 5000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -5000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5000 , 5000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 5000 , -5000 , 300 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5000 , 5000 , 200 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -5000 , -5000 , 100 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 500 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -500 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 500 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 500 , 6000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 500 , -500 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -500 , 0 , 300 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -500 , 500 , 200 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -500 , -500 , 100 )); }
Last edited by Jorndel; 05-04-2011 at 11:27 AM.
thanks!
oke mist is much better now
also the dark is a little better but when you get killed you still see the normal color come back.
is it easier if i upload the script i have so far, somewhere?
i don't want to make it public quit yet because i want to add so much more to it
Last edited by pyrozombie; 05-04-2011 at 11:33 AM.
Last edited by Jorndel; 05-04-2011 at 11:58 AM.
i've send you a pm with link of the rank.gsc hope it works
Set a loop on the vision
how can i let it check the vision?
started from scatch again withoud a admin menu maybe this coused the problems because i didn't made it myself.
and i alsow want to make i buy menu so people can buy there favorite gun
(every time they kill someone they get money, everytime they die they lose money so they can buy a new better gun) but i have no idee how to start on that.
I have idea this is good mod but there shuld be more fog so you could see just 5m ahead and no termal or just for buy couse thermal gives you great adventage