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DaveTheGreat

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Posts posted by DaveTheGreat

  1. 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"
    }
    Smoo likes this
  2. 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?

  3. 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?

  4. 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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