hey guys
anyone knows maybe in witch gsc file is te bomb location from the objectives in s&d and sab.
i dont mean the bombcase but the bomb sites
Well, if you look.
First they find the map senter.
And they work out of that.
So no, they don't pre set the locations.
If it was. It would be in the GSC file.
If you can't find any....
Then I am mostly like right
EDIT:
But still...
I can be wrong.
(Can't be right every time.)
Last edited by Jorndel; 06-10-2011 at 06:30 AM.
Lol, i'm waiting...
, I am back.
Would you mind me getting setup?
Well, this is what I found fast. (No, you can't just add this and it change. But this I guess is what you gone change in the GSC it was found in)
useObject.objPoints["allies"] = maps\mp\gametypes\_objpoints::createTeamObjpoint( "objpoint_allies_" + useObject.entNum, useObject.curOrigin + offset, "allies", undefined );
Last edited by Jorndel; 06-10-2011 at 08:36 AM.
maybe u can make a custom bombsite just spawn the object and something with distance plant allowed =D
The map objects, nodes, patchs, fxs, heli spots and shit is coded inside the map file, for example in mp_terminal.ff or mp_estate.ff, in the huge entities list you can find all the bomb spots and you can perfectly change the locations, with gsc you can create new ones.
OBJ maps\mp\gametypes\_gameobjects::setPosition(pos); // This makes obj on "pos", but you dont will see Model and icon on "pos", only Capturing and (etv) functions places on "pos"
ps '' pos - your location (x, y, z)
sorry bad engl
or OBJ origin = (x, y, z);
ps \\ domFlag works bad
Just hook onto the bombs() function in _sd.gsc
Code:level.bombLocations["mp_rust"] = []; level.bombLocations["mp_rust"][0] = (123,456,789); level.bombLocations["mp_rust"][1] = (123,456,789); currentMap = getDvar("mapname"); currentBomb = 0; for ( index = 0; index < bombZones.size; index++ ) { trigger = bombZones[index]; visuals = getEntArray( bombZones[index].target, "targetname" ); foreach(vis in visuals) //Link the visuals so they stays aligned with the trigger visuals linkTo(trigger); trigger.origin = level.bombLocations[currentMap][currentBomb]; currentBomb++; foreach(vis in visuals) visuals unlink(); bombZone = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, (0,0,64) ); bombZone maps\mp\gametypes\_gameobjects::allowUse( "enemy" ); bombZone maps\mp\gametypes\_gameobjects::setUseTime( level.plantTime ); bombZone maps\mp\gametypes\_gameobjects::setUseText( &"MP_PLANTING_EXPLOSIVE" ); bombZone maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_PLANT_EXPLOSIVES" );
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