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DaveTheGreat

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Everything posted by DaveTheGreat

  1. It doesn't work with either of those, it only works with the target_delay. And either way it isn't applying it to the correct entity. I don't know how else to make the script apply to the correct entity (the person that got the kill).
  2. The target_delay is tied to each individual spawn and links them all to the target of PlayerSpawn. Like I said, I have 16 some odd spawns. Also the task is an attempt from the icarus manual.
  3. These are my scripts. /////ffa3/init///// set ( /*@SET_TYPES*/ "SET_VICTORYSCRIPT", "ffa3/reward" ); /////ffa3/reward///// use ( "UseReward" ); /////ffa3/setSolid///// task ( "applySolid" ) { affect ( "UseReward", /*@AFFECT_TYPE*/ INSERT ) { set ( "SET_SOLID", "true" ); } } do ( "applySolid" ); This is my entity mod for FFA3. Of course I have 16 some odd spawns so. { "angle" "270" "origin" "728 1424 -56" "classname" "info_player_deathmatch" "target" "player_spawn_1" } { "classname" "target_delay" "wait" "0.0" "targetname" "player_spawn_1" "target" "PlayerSpawn" } { "classname" "target_scriptrunner" "count" "-1" "targetname" "PlayerSpawn" "usescript" "ffa3/init" "spawnflags" "1" } { "classname" "target_scriptrunner" "count" "-1" "targetname" "UseReward" "usescript" "ffa3/setSolid" "spawnflags" "1" }
  4. Yea a 50 millisecond delay, that shouldn’t be noticeable at all though. I tested with setting SET_SOLID to false and it worked perfectly (as far as duel ending and event firing instantly). Idk why it seems there’s a delay when I set it to true. Even without the delay it doesn't instantly apply it. INFO: 81500 Script scripts/ffa3/init executed by player (null) DEBUG: (null)(0): set( "SET_VICTORYSCRIPT", "ffa3/reward" ); [81525] Kill: 1 2 2: Padawan killed Padawan (2) by MOD_MELEE INFO: 84000 Script scripts/ffa3/reward executed by player (null) DEBUG: (null)(1): use( "UseReward" ); [84025] target_scriptrunner running ffa3/setSolid on activator (null) INFO: 84025 Script scripts/ffa3/setSolid executed by player (null) DEBUG: (null)(1): set( "SET_SOLID", "true" ); [84025] Edit: It would appear it works whenever a player respawns, perhaps because I have it targeted on player spawn. Is there a way to target players while they are actively playing?
  5. I’ve made a little progress. Current issue is it seems it isn’t applying it quick enough to stop the glitch. target_scriptrunner running ffa3/init on activator (null) INFO: 63700 Script scripts/ffa3/init executed by player (null) DEBUG: (null)(3): set( "SET_VICTORYSCRIPT", "ffa3/reward" ); [63725] Kill: 0 2 2: Padawan killed Padawan (2) by MOD_MELEE INFO: 65700 Script scripts/ffa3/reward executed by player (null) DEBUG: (null)(0): wait( 50 ); [65725] DEBUG: (null)(0): use( "UseReward" ); [65800] target_scriptrunner running ffa3/setSolid on activator (null) INFO: 65800 Script scripts/ffa3/setSolid executed by player (null) DEBUG: (null)(0): set( "SET_SOLID", "TRUE" ); [65800] It appears that "SET_SOLID" won't apply instantly. Is there a way to get stuff like this to apply changes as soon as it gets read?
  6. I have a friend that fixed it years ago and he lost the code / script he used so it is possible to fix I just don't remember how he did it. Also I'm not even sure my scripts are being loaded properly. Is there any way to check that?
  7. Thanks for the response, but it didn't work on MP.
  8. Hello, I'm trying to create a script that will make entities solid as soon as a duel ends. The reason is, in the japlus mod there's a short interval upon duel ending where the entity (player) isn't solid and can be glitched into other players or into the map. So far I've tried the following: My icarus script: set ( "SET_SOLID", "true" ); My entity mod: { "classname" "target_scriptrunner" "count" "-1" "victoryscript" "setSolid" } Any advice on how I may be able to achieve this would be greatly appreciated!
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