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Re: "Invisible" Mode [message #231310 is a reply to message #231214] |
Mon, 20 November 2006 09:08 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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void KAK_Spectator_Mode::Created(GameObject *obj) {
if (Commands->Get_ID(Get_Vehicle_Return(obj)) != Commands->Get_ID(obj)) Commands->Apply_Damage(Get_Vehicle(obj),99999,"Explosive",0);
Commands->Disable_Physical_Collisions(obj);
Commands->Set_Model(obj,"None");
Toggle_Fly_Mode(obj);
Commands->Set_Is_Visible(obj,false);
Commands->Give_Powerup(obj,"POW_Ammo_Regeneration",false);
Commands->Start_Timer(obj,this,0.1f,1);
}
void KAK_Spectator_Mode::Damaged(GameObject *obj, GameObject *damager, float damage) {
if (Commands->Get_Player_Type(damager) < 2) Commands->Set_Player_Type(obj,Commands->Get_Player_Type(damager));
Commands->Set_Health(obj,Commands->Get_Max_Health(obj));
Commands->Set_Shield_Strength(obj,Commands->Get_Max_Shield_Strength(obj));
}
void KAK_Spectator_Mode::Custom(GameObject *obj, int message, int param, GameObject *sender) {
if (message == 2520) {
Commands->Destroy_Object(obj);
Destroy_Script();
}
}
void KAK_Spectator_Mode::Timer_Expired(GameObject *obj, int number) {
if (number == 1) {
Commands->Select_Weapon(obj,"Weapon_MineTimed_Player");
Commands->Start_Timer(obj,this,0.1f,1);
}
}
ScriptRegistrant<KAK_Spectator_Mode> KAK_Spectator_Mode_Registrant("KAK_Spectator_Mode","");
class KAK_Spectator_Mode : public ScriptImpClass {
void Damaged(GameObject *obj, GameObject *damager, float damage);
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
int OriginalTeam;
};
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Re: "Invisible" Mode [message #231347 is a reply to message #231214] |
Mon, 20 November 2006 13:07 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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He could use that script and attatch it to the nuetral spawner, then use the force team change command. Kinda shitty, but =/
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Re: "Invisible" Mode [message #231460 is a reply to message #231452] |
Tue, 21 November 2006 08:27 |
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Goztow
Messages: 9737 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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trooprm02 wrote on Tue, 21 November 2006 15:58 |
Reborn wrote on Mon, 20 November 2006 14:07 | He could use that script and attatch it to the nuetral spawner, then use the force team change command. Kinda shitty, but =/
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danpaul, you said this would be impossible because there was nothing about this in the scripts, and that you would only be able to do anything about it if jonwill added more to the scripts, well, it turns out it is in, and above is explained a way im pretty sure will be some what effective (or atleast work)
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Danpaul never said it was impossible, he said it was impossible for brenbot to do as brenbot can only do console commands. there's a difference between console commands and scripts.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: "Invisible" Mode [message #231480 is a reply to message #231475] |
Tue, 21 November 2006 12:26 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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danpaul88 wrote on Tue, 21 November 2006 13:15 | neutral spawners have to be done by editing the map.
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You can change there team and teleport them via the .dll. I used to think it was the only way too, untill I found out just how difficult/impossible it is to do by edditing the map.
You could just edit that script to teleport them too... and make them spawn high in the air (and attatch a no fall damage script to them too).
[Updated on: Tue, 21 November 2006 12:28] Report message to a moderator
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