Search found 360 matches

by mortis
Wed Apr 30, 2008 1:25 pm
Forum: ET Modding
Topic: serveral mapscript changes?
Replies: 6
Views: 23288

-edit- nevermind, my first answer was not on the right track...

Have you tried adding a 50ms wait state between removing the old entity and creating the new one? That would be worth a try...
by mortis
Tue Apr 08, 2008 9:25 am
Forum: ET Modding
Topic: [mapscripts] Changing values and keys at existing entities
Replies: 10
Views: 27092

I don't know what to suggest to you at this point. I have found that some entities simply cannot be removed by any method. Maybe that is what is happening in this case.
by mortis
Mon Apr 07, 2008 9:56 am
Forum: ET Modding
Topic: [mapscripts] Changing values and keys at existing entities
Replies: 10
Views: 27092

Have you tried removing the entity by using its origin (aka xyz coordinates)?
by mortis
Sat Apr 05, 2008 8:59 am
Forum: ET Modding
Topic: [mapscripts] Changing values and keys at existing entities
Replies: 10
Views: 27092

Try creating a new TOI and make set the old TOI to invisible. Connect the script block to your new TOI.
by mortis
Tue Apr 01, 2008 11:31 pm
Forum: ET Modding
Topic: anti prone :-)
Replies: 40
Views: 135761

mortis wrote:ETpro already has pronedelay as a server cvar. Properly configured it should handily discourage proning.
the answer is simple, make prone unappealing..
by mortis
Mon Mar 31, 2008 8:56 am
Forum: ET Modding
Topic: battery .script
Replies: 14
Views: 35422

Yes, I had forgotten that the LMS mode scripts are a treasure trove of info for making changes!
by mortis
Fri Mar 28, 2008 12:20 pm
Forum: ET Modding
Topic: battery .script
Replies: 14
Views: 35422

I'd have to peruse the battery script more closely, but essentially you'll need to clone part of the capturable spawn in oasis into your battery script, forcing the flag allied. Or else you can simply remove that flag and the corresponding axis spawn points, and create a new TWO to work with the exi...
by mortis
Thu Mar 27, 2008 9:57 am
Forum: ET Modding
Topic: battery .script
Replies: 14
Views: 35422

Look at some of my scripts here:

http://bani.anime.net/banimod/forums/vi ... 32&start=0

First try creating new spawn points, and learn that scripting.

If you can manage that, then we can move on to some additional steps.
by mortis
Tue Mar 25, 2008 2:17 pm
Forum: ET Modding
Topic: anti prone :-)
Replies: 40
Views: 135761

ETpro already has pronedelay as a server cvar. Properly configured it should handily discourage proning.
by mortis
Sun Mar 23, 2008 8:28 am
Forum: ET Modding
Topic: battery .script
Replies: 14
Views: 35422

Yes, all of the requested changes are possible.
by mortis
Wed Mar 19, 2008 6:17 pm
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1464486

Try this one:

Frostbite Final

Adjusts wait states and disables speakers when storage wall is destroyed....

Frostbite Final

--Mortis
by mortis
Wed Mar 19, 2008 5:59 pm
Forum: ET Modding
Topic: [mapscripts] Changing values and keys at existing entities
Replies: 10
Views: 27092

Thaks, but it still don't work.. :oops: I read: #955 - some trigger_objective_info fields cannot be modified from mapscript. We now allow trigger_objective_info fields to be changed in mapscript spawn section. Some (spawnflags, customimage, score, target, track, message) must be changed in the firs...
by mortis
Wed Mar 19, 2008 5:54 pm
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1464486

bitte sehr!

9 times out of ten, it's due to wait state problems...
by mortis
Tue Mar 18, 2008 5:34 pm
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1464486

Which version of Frostbite?
by mortis
Sat Mar 08, 2008 8:36 pm
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1464486

too much coad! :shock: