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Community Answers
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redsaurus's post in Problems with swapping from single to dual sabers mid-game was marked as the answer
I put up a fix I'd looked at a while back for using the saber menu in-game "recently": https://github.com/JKEnhanced/OpenJK/commit/5f3ab22f9ffba0a888e478c3e95e2bf0ba77437b
I don't know if it will help with all of the issues seen but it should have dealt with the previously known issues with switching away from dual sabers.
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redsaurus's post in Letterbox effect in scripted cutscenes? was marked as the answer
If you set cg_draw2D to 0 then the letterbox bars don't get drawn.
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redsaurus's post in Changing Height of a player was marked as the answer
This scripting tutorial by MoonDog might be useful: http://jkhub.org/tutorials/article/148-icarus-scripting/
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redsaurus's post in Html customised date was marked as the answer
rdateshould just be
new Date();not
new Date().toString(); -
redsaurus's post in costum textcrawl was marked as the answer
yeah, I was going to look at this kind of stuff next - I think your problem is just that you need to put it in a pk3, otherwise the default one is loaded
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redsaurus's post in Target_Speaker (Once?) was marked as the answer
You could alternatively target the concealed switch at a target_deactivate which then uses the trigger_once.
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redsaurus's post in What's wrong with tie_bomber.md3 was marked as the answer
sp is hardcoded so that tie_bomber.md3 misc_model_breakables always have the 'only damaged by heavy weapons' flag which might be the problem?
once it's spawned you can probably use an icarus script setting SET_DMG_BY_HEAVY_WEAP_ONLY false to work around that
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redsaurus's post in Can't find File Submission Rules was marked as the answer
The link is in pretty tiny text in the bottom right corner