DaveTheGreat
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Everything posted by DaveTheGreat
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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).
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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.
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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" }
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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?
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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?
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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?
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Thanks for the response, but it didn't work on MP.
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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!