Posted: Fri Jul 04, 2008 5:18 am
any news mortis ?
Bani's Discussion Forums
https://bani.anime.net/banimod/forums/
https://bani.anime.net/banimod/forums/viewtopic.php?f=14&t=5932
That roof needs to be solid, unless you want indoor mortars...whoosaaa wrote:did some playing on server of friends and found out that roof of adlernest isnt clipped..Server is running jay with FF off so it was possible to acces roof with nade jump and steel documents.
This kind of ruining the gameplay i desided to clipp the hole roof.
for those who want it here it is.
Hope it will be usefull for some.Code: Select all
create { scriptname "rooffix" classname "func_fakebrush" origin "664 -815 280" contents 65536 // CONTENTS_PLAYERCLIP // mins "-488 -2023 0" maxs "488 2023 184" }
Unbelievable... CB hasn't ever used any mapscript fixes, even those criticalbtw all the changes will be in the next configupdate by clanbase/other european conifgs...thus the more we can fix the better for all ;p
http://www.splashdamage.com/forums/show ... p?p=179067WAR potatoes wrote:(...) Since the bug was happening only at start of round, I figured that the delay before hiding the spawns was too much. I reduced it from 200 milliseconds to 50, and it works perfectly now. (...)
Code: Select all
outpost_Allied_spawns
{
spawn
{
wait 200
setstate outpost_Allied_spawns invisible
}
}
Just copied the changes made by mortis from the snatch2 competition version and tested it briefly, seems to work ok. You can get the mapscript here:SPU9 wrote:can any1 convert the snatch2 competitionscript for the new snatch3 version (so same script for snatch3.pk3).
As long as it is set in the first 3 frames (150ms) you should be fine...Igloo wrote:Yeah, here's how to fix this:
http://www.splashdamage.com/forums/show ... p?p=179067WAR potatoes wrote:(...) Since the bug was happening only at start of round, I figured that the delay before hiding the spawns was too much. I reduced it from 200 milliseconds to 50, and it works perfectly now. (...)
So change 200 to 50 in this section:
Code: Select all
outpost_Allied_spawns { spawn { wait 200 setstate outpost_Allied_spawns invisible } }
There is one bug I know of in the beta script, but at some point I'll track it back down and fix it. ISTR that I accidentally ignored one entity when I mas making modifications, and now I can't remember exactly what it was.I'll have to find my notes...it shouldn't prevent the map from working, at any rate....antman wrote:Just copied the changes made by mortis from the snatch2 competition version and tested it briefly, seems to work ok. You can get the mapscript here:SPU9 wrote:can any1 convert the snatch2 competitionscript for the new snatch3 version (so same script for snatch3.pk3).
snatch3.script
yeh u are imbamortis wrote:Thanks. Re-updated and added to my first post...
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