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Weyland

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About Weyland

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  1. HI @HandofGod Thanks for your response - yes I was referring to the HaloMD mod of Ambush. I'd be really keen to host it if and when you get round to another build, cheers.
  2. @Kavawuvi You have the patience of a saint. Thank you for taking the time to talk me through that again - I've got it working now.
  3. Hi @Kavawuvi I've been using the following for a few months with no problems event_prejoin '$name:WeylandSucks' 'sv_kick $name' Using that, SAPP has consistently kicked the player joining with the specified name. From what you're saying and from the testing I've done it appears using the same command for names with spaces just isn't going to work, even when I change the prejoin to a join and the sv_kick to a k - thank you for responding and your input anyway.
  4. Hey @Krazychic, no nothing to do with POQ sucks - I've just found using sv_kicks on event_prejoins has been a nice discreet way to weed out a few of the more persistent trolls lurking behind VPNs and keygens/re-installs. Be handy to get it working for players with spaces in their name as well.
  5. The event_prejoin is working fine on names with no spaces though? For names with spaces I've tried both event_prejoin '$name:Weyland Sucks' 'sv_kick $name' event_prejoin $name:'Weyland Sucks' 'sv_kick $name' and neither work. I've also tried event_join '$name:Weyland Sucks' 'sv_kick $name' event_alive '$name:Weyland Sucks' 'sv_kick $name' and neither work.
  6. Hi @Kavawuvi, That solution for names with spaces above doesn't work, e.g event_prejoin '$name:Weyland Sucks' 'sv_kick $name' doesn't kick the name. Don't suppose you have any other suggestions? Cheers
  7. Did anyone ever get Julique's revision of this to work?
  8. Having thought about this for a bit, I think the cleanest solution on the Bigass Final map (as some of the players on my server have also suggested) would be to edit this script to remove the choice of weapon loadout 30 seconds after the player spawns. That way the Q press made available in the script becomes redundant before they can pick up the enemy flag and potentially break the game. Put another way, if it could be updated so the player has 30 seconds to choose one of the two loadout options by pressing Q and firing, otherwise the first loadout option is forced on them (as though they had fired to choose it).
  9. Hi, I have a tweaked version of the Weapon layout v0.1 By =GG=DLBon script installed on my Bigass Final server and it's been a popular addition. Unfortunately it breaks CTF games under certain circumstances - with the server thinking the player is still holding the flag - when in fact the flag has been 'eaten'. So the script works by offering newly spawned players a choice of two sets of weapons via a Q press, with their loadout choice only being confirmed once the player shoots. But if the following sequence takes place, it breaks CTF - 1. Player spawns 2. Player doesn't confirm weapon load out choice by shooting, so the 2 choices can still be toggled by pressing Q 3. Player picks up flag 4. Player enters vehicle 5. Player then presses Q and the flag gets eaten Hoping somebody could suggest a fix/solution/workaround for this please? -- Weapon layout v0.1 By =GG=DLBon -- Should a player be allowed to choose a layout on repsawn again, or just when a new game starts or that player rejoins? Default = true respawnchange = true -- What weapons does each layout get? -- layout 1: layout1weap1 = "bourrin\\weapons\\assault rifle" layout1weap2 = "bourrin\\weapons\\dmr\\dmr" -- layout 2: layout2weap1 = "reach\\objects\\weapons\\pistol\\magnum\\magnum" layout2weap2 = "cmt\\weapons\\evolved\\human\\sniper_rifle\\sniper_rifle" -- What layout does a player spawn with by default? 1 = layout 1, 2 = layout 2. Default = 1 layouttospawnwith = 1 -- Messages: nolayout_msg = "Press flashlight to swap weapon loadout (default Q)" layoutchosen1_msg = "You can choose another weapon loadout after respawning." layoutchosen2_msg = "You can choose another weapon loadout after rejoining." layout1_msg = "DMR & Assault Rifle" layout2_msg = "Sniper Rifle & Magnum" -- Do not change anything below api_version = "1.9.0.0" ELSEACTION = { ["else"] = 0, } nowshootingstate = {} lastshootingstate = {} flashlight = {} nowflastlight = {} hasshooten = {} res = {} qpress = {} press = {} layouttospawnwithswitch = {} spawnswitch = {} spawnweapon = {} moreswitch = {} function OnScriptLoad() register_callback(cb["EVENT_TICK"],"OnTick") register_callback(cb['EVENT_SPAWN'],"OnPlayerSpawn") register_callback(cb['EVENT_JOIN'],"EnableLoadoutonnewgame") end function OnPlayerSpawn(PlayerIndex) spawnweapon[PlayerIndex] = 0 nowshootingstate[PlayerIndex] = 0 lastshootingstate[PlayerIndex] = 0 flashlight[PlayerIndex] = 0 nowflastlight[PlayerIndex] = 0 qpress[PlayerIndex] = 0 press[PlayerIndex] = 1 moreswitch[PlayerIndex] = 1 if(respawnchange == true) then moreswitch[PlayerIndex] = 0 end if(respawnchange ~= true and res[PlayerIndex] ~= 1) then hasshooten[PlayerIndex] = 0 end if(hasshooten[PlayerIndex] == 0) then rprint(PlayerIndex,"|c" .. nolayout_msg) end end function EnableLoadoutonnewgame(PlayerIndex) hasshooten[PlayerIndex] = 0 res[PlayerIndex] = 0 spawnswitch[PlayerIndex] = layouttospawnwith end function OnTick() for i=1,16 do if(player_alive(i)) then local player = get_dynamic_player(i) flashlight[i] = read_bit(player + 0x208,4) if(layouttospawnwith == 1 and hasshooten[i] == 0 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout1weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout1weap2,x,y,z),i) spawnweapon[i] = 1 end if(layouttospawnwith == 2 and hasshooten[i] == 0 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout2weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout2weap2,x,y,z),i) spawnweapon[i] = 1 end if(spawnswitch[i] == 1 and hasshooten[i] == 1 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout1weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout1weap2,x,y,z),i) spawnweapon[i] = 1 end if(spawnswitch[i] == 2 and hasshooten[i] == 1 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout2weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout2weap2,x,y,z),i) spawnweapon[i] = 1 end nowshootingstate[i] = read_float(player + 0x490) if(nowshootingstate[i] ~= lastshootingstate[i] and nowshootingstate[i] == 1 and respawnchange == true and hasshooten[i] == 0) then hasshooten[i] = 1 res[i] = 1 rprint(i,"|c" .. layoutchosen1_msg) else ELSEACTION["else"] = 0 end if(nowshootingstate[i] ~= lastshootingstate[i] and nowshootingstate[i] == 1 and respawnchange ~= true and hasshooten[i] == 0) then hasshooten[i] = 1 res[i] = 1 rprint(i,"|c" .. layoutchosen2_msg) else ELSEACTION["else"] = 0 end lastshootingstate[i] = nowshootingstate[i] if(qpress[i] == 0) then press[i] = 1 else press[i] = 0 end if(flashlight[i] ~= nowflastlight[i] and flashlight[i] ~= 0 and hasshooten[i] == 0 and qpress[i] == 1) then rprint(i,"|c" .. layout1_msg) execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout1weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout1weap2,x,y,z),i) qpress[i] = 0 spawnswitch[i] = 1 else ELSEACTION["else"] = 0 end if(flashlight[i] ~= 0 and hasshooten[i] == 0 and qpress[i] == 0 and press[i] == 1) then rprint(i,"|c" .. layout2_msg) execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout2weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout2weap2,x,y,z),i) qpress[i] = 1 spawnswitch[i] = 2 else ELSEACTION["else"] = 0 end nowflastlight[i] = flashlight[i] if(moreswitch[i] == 0) then hasshooten[i] = 0 moreswitch[i] = 1 end end end end function OnScriptUnload() end loadout.lua
  10. Hi, I know the locations.txt file can read and write map specific locations - but could anyone tell me if it's possible to create mode/gametype dependent locations? Specifically, I'm looking to vary player spawn locations from mode to mode i.e loc 1 - 16. Thanks.
  11. Hi - did this end up getting incorporated into SAPP as the antiglitch command? Thanks
  12. Hi, Does anyone know anything about the Halo PC ambushed_1.map mod? i.e who created it? I'm having trouble with it locking up showing a network connection error on game start. Works fine as a create internet multiplayer, but on a Halo PC Dedi server no dice. Thanks
  13. @Kavawuvi Thank you for this - I wasn't aware of Glazed Doughnut. I ended up smashing it with your teambipeds script, but this will be a much more elegant way of doing it and it will allow me to do a whole bunch of other little tweaks without modding the map file. Whenever you have a moment could I ask you to paste an example of the command line? Cheers <path to gdonut> <original map path> <modified map path> <script path>
  14. Hi, Is there a way to change/vary the biped reference within the globals tag with a lua script ? i.e change the default biped? it's for a CTF Bigass Final server Bigass Final has 7 different bipeds in the maps scenario tag - so a script where I could just swap out the biped tag whenever I feel like changing the default biped would be great. Thanks Figured it out - thanks anyway lol
  15. @Sunstriker7 Bigass Final. @giraffe That worked perfectly, thank you very much for your help!