Search found 62 matches

by dutchmeat
Fri Jan 16, 2009 5:11 am
Forum: ET Modding
Topic: Detect Gibs
Replies: 13
Views: 59935

You can not revive a gibbed player because it doesn't have a body anymore, and the revive function won't let you revive him. If it were posible then you could've done something like this: samplerate = 200 maxclients = 0 function et_InitGame(levelTime,randomSeed,restart) maxclients = ...
by dutchmeat
Wed Apr 02, 2008 5:12 am
Forum: ET Modding
Topic: anti prone :-)
Replies: 40
Views: 113705

or just 'hex' the +prone out of the cgame dll, put it in a pack and be done with it.
by dutchmeat
Fri Mar 28, 2008 4:29 am
Forum: ET Modding
Topic: cancel vote at the end of rounds!
Replies: 14
Views: 19896

try: cancel_time_mins = 5 cancel_time = 0 function et_InitGame( levelTime, randomSeed, restart ) local gamestate = tonumber(et.trap_Cvar_Get( "gamestate" )) if gamestate == 0 then -- GS_PLAYING local milliseconds = et.trap_Milliseconds&#4...
by dutchmeat
Thu Mar 27, 2008 2:30 pm
Forum: ET Modding
Topic: anti prone :-)
Replies: 40
Views: 113705

check if lua can intercept buttons, if it can do that, then block the prone button. The prone command is a clientbutton, which is send to the server.
by dutchmeat
Sun Mar 23, 2008 11:46 am
Forum: ET Modding
Topic: battery .script
Replies: 14
Views: 31036

you can use the /where command to get the position. and here are some tutorials on mapscripting:

http://tramdesign.planetwolfenstein.gam ... urces.html
by dutchmeat
Sat Mar 22, 2008 5:31 am
Forum: ET Modding
Topic: et player hacking server
Replies: 11
Views: 21850

just use getValueForKey, I don't know if etpro's lua has it, but I think it does.
by dutchmeat
Thu Mar 20, 2008 11:52 am
Forum: ET Modding
Topic: et player hacking server
Replies: 11
Views: 21850

You could easily create a FakePlayersbug fix using GameMonkey Scriptmod(www.gaminggone.net/gmScriptmod/).
by dutchmeat
Thu Mar 20, 2008 2:30 am
Forum: ET Modding
Topic: cancel vote at the end of rounds!
Replies: 14
Views: 19896

Use GAME_INIT to define the starttime, then use GAME_RUN_FRAME to define the current level time then do something like this in your gameclientcommand function: function et_ClientCommand( cno, cmd ) { local entered_command = string.lower(et.trap_Argv(0&#41...
by dutchmeat
Tue Mar 18, 2008 1:02 pm
Forum: ET Modding
Topic: gmScriptMod 1.0 release
Replies: 4
Views: 19703

We already have released our next version (1.1).

And we are indeed working on a Windows release, but we need some testing to do.

And for the COD request, please stop by at our forum(www.gaminggone.net) and post so we can make a list of we have to do.
by dutchmeat
Tue Mar 18, 2008 5:56 am
Forum: ET Modding
Topic: GameMonkey ScriptMod 1.1 Release
Replies: 2
Views: 16641

GameMonkey ScriptMod 1.1 Release

http://gaminggone.net/gmScriptMod/downloads/crazymonkey.jpg We proudly present you the release of gmScriptMod 1.1. GMSM 1.1 features: --------------------------- Mod features --------------------------- - Alot of new hooks: GMSM_GAME_EVENTS, GAME_CLIENT_USERINFO_CHANGED, GAME_SHUTDOWN, GAME_INIT, G...
by dutchmeat
Wed Feb 20, 2008 6:01 am
Forum: ET Modding
Topic: gmScriptMod 1.0 release
Replies: 4
Views: 19703

gmScriptMod 1.0 release

Quoted of http://gaminggone.net/viewtopic.php?t=1464 : Hi, Dutchmeat and me wrote a QMM Plugin which easily allows Serveradmins to change the behavior of the Server by Scriptfile. Atm. gmScripgMod is only for Enemy Territory, but can be attached to ALL ET Mods. We successfully tested it with TCE, Et...
by dutchmeat
Mon Feb 05, 2007 6:52 am
Forum: ET Modding
Topic: [RTCW]Decoy Entity not solid, plus it doesn't take damage
Replies: 3
Views: 8519

So how did banimod did it? I recall they could let the owner shoot it's own decoy, and I think you could actually hear a 'break' sound when damaging(when it's not dead yet).
by dutchmeat
Mon Feb 05, 2007 4:24 am
Forum: ET Modding
Topic: [RTCW]Decoy Entity not solid, plus it doesn't take damage
Replies: 3
Views: 8519

bump ? or is this a dead forum ?
by dutchmeat
Wed Jan 31, 2007 9:33 am
Forum: ET Modding
Topic: [RTCW]Decoy Entity not solid, plus it doesn't take damage
Replies: 3
Views: 8519

[RTCW]Decoy Entity not solid, plus it doesn't take damage

Hi, I have used Icculuses Decoy spawning system, but the decoy are not solid, and they don't take damage from playerclips/knives, atleast not from their owners. They do die/hurt from explosions, so i don't know why the bullets go right throught them. This is the decoy spawn example from http://cvs.i...
by dutchmeat
Wed Jun 29, 2005 8:38 am
Forum: ET Modding
Topic: adding 2nd knife / weapons
Replies: 8
Views: 8673

so you dont know ?