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Weyland

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Everything posted by Weyland

  1. Hi, Sorry, still not happening.
  2. Hi, I have a basic script below I'm using to create player commands that rprint custom messages with info/content to the console i.e Discord link, YouTube channel link Would anyone be able to help embellish it so the message stays on screen until the command is executed again? So the command essentially toggles the message on and off. I've seen it done on a few servers, so I'm hoping one of you legends has something sitting around. Best, Weyland api_version = "1.9.0.0" function OnScriptLoad() register_callback(cb['EVENT_COMMAND'],"OnCommand") end function OnCommand(PlayerIndex,Command) Command = string.lower(Command) if(Command == "stuff") then for i = 1,26 do rprint(PlayerIndex, " ") end rprint(PlayerIndex, "This is about stuff") rprint(PlayerIndex, "So here's the stuff") rprint(PlayerIndex, "and maybe here's a link you can jot down") return false else return true end end function OnScriptUnload() end
  3. Thanks for replying - added that change but it's still not initialising or loading unfortunately.
  4. Thanks @Devieth Unfortunately I'm not able to get this working. The script itself isn't loading. Any ideas or suggestions would be much appreciated.
  5. Thank you - I am already doing something similar. This should give me the extra finesse I was missing. Any thoughts on whether a variable for vehicles is possible?
  6. Hi, Hope everyone is good. If and when anyone (particularly @Kavawuvi) gets a spare minute I have a couple of lua script related issues I wanted to ask for your expertise on. I've been playing with @Kavawuvi's weaponvariable.lua script and have a whole of bunch of useful applications for it on my server - specifically rprinting basic instructions for certain weapons. For example, I'm rprinting a message when a player picks up the bourrin badass rocket launcher that tells them to hold down fire until the beep noise changes to fire homing rockets. I know you're probably rolling your eyes, but we must get 20 new school kids joining a day asking HOW?!!! when they get killed by a homing rocket. So my first question is, rather than using EVENT_ALIVE (which creates a messy/noisy console when rprinting cos it's being called every second) is there an event (or something else) I could use to rprint a message that appears just once? And is there a way to have it stay on screen until the weapon is no longer being held? Secondly, would it be possible to create a variable script or achieve the same thing for vehicles? For example, when a player enters a Falcon, rprint a message telling the player that Q is height lock - and the A + D keys are for strafing - and have the message stay on screen, only to clear when they exit the vehicle. I guess I could live without the messages staying on screen, but it would be nice if that was achievable. Thanks for your time and for the help I've received from the open carnage community so far - particularly the scripts I've already used and abused. Here's a bunch of your stuff in action the other day, cheers
  7. Hi, I'm trying to modify H® Shaft's Death Messages V6 for an MD/PC server https://pastebin.com/hj6hiEqq I have most of the JPT! tags working for the map I'm hosting (although getting the rocket truck, rocket launcher, falcon rockets and mortargoose rockets on Bigass Final to work will be interesting), but the original script announces messages with a 'say' so they get a prefix, which makes them noisier/busier than I'd like. I have the msg_prefix and admin_prefix varied to something else already and don't want to change those, and disabling the say_prefix is for CE only, so what I want to do is change the script to announce messages with 'cprint' instead. But I'm struggling to figure out the correct (or a correct) way of expressing it. And wondering if maybe cprint won't even work as it only accepts the string message? I got rprint working ok - as it takes the string message and the PlayerIndex, but player feedback was they wanted them in the console like normal. For example, currently the script has - elseif last_damage[PlayerIndex] == tank_shell then execute_command('say * "$name was killed by $kname\'s Scorpion."', PlayerIndex) and this is where I'm at with trying to get cprint working instead - elseif last_damage[PlayerIndex] == tank_shell then cprint("$name was killed by $kname\'s Scorpion"), PlayerIndex)) But yeah, no dice and I'm fumbling around in the dark as per - I'm sure someone here can put me straight in a heartbeat. Thanks.
  8. Hi, Has anyone seen a successful CE to MD conversion of either of these maps? I've tried converting with Pearl and also Fire Dragon but no dice. Precipice http://hce.halomaps.org/index.cfm?fid=5708 Revelations http://hce.halomaps.org/index.cfm?fid=4992
  9. Hi, Run me out of town with flaming torches and pitchforks if I've missed it, but is there a script already out in the wild for customising player starting locations in solo multiplayer games like King Of The Hill and Slayer? There are a few out there for team games, but I haven't seen anything for solo games. I was going to fnagle something with @Kavawuvi's gdonut but realised it would mean faff city with getting the rotation value correct. Cheers.
  10. HI @HandofGod Thanks for your response - yes I was referring to the HaloMD mod of Ambush. I'd be really keen to host it if and when you get round to another build, cheers.
  11. Hi, Does anyone know anything about the Halo PC ambushed_1.map mod? i.e who created it? I'm having trouble with it locking up showing a network connection error on game start. Works fine as a create internet multiplayer, but on a Halo PC Dedi server no dice. Thanks
  12. @Kavawuvi You have the patience of a saint. Thank you for taking the time to talk me through that again - I've got it working now.
  13. Hi @Kavawuvi I've been using the following for a few months with no problems event_prejoin '$name:WeylandSucks' 'sv_kick $name' Using that, SAPP has consistently kicked the player joining with the specified name. From what you're saying and from the testing I've done it appears using the same command for names with spaces just isn't going to work, even when I change the prejoin to a join and the sv_kick to a k - thank you for responding and your input anyway.
  14. Hey @Krazychic, no nothing to do with POQ sucks - I've just found using sv_kicks on event_prejoins has been a nice discreet way to weed out a few of the more persistent trolls lurking behind VPNs and keygens/re-installs. Be handy to get it working for players with spaces in their name as well.
  15. The event_prejoin is working fine on names with no spaces though? For names with spaces I've tried both event_prejoin '$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 $name' and neither work.
  16. Hi @Kavawuvi, That solution for names with spaces above doesn't work, e.g event_prejoin '$name:Weyland Sucks' 'sv_kick $name' doesn't kick the name. Don't suppose you have any other suggestions? Cheers
  17. Did anyone ever get Julique's revision of this to work?
  18. 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).
  19. 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
  20. 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.
  21. Hi - did this end up getting incorporated into SAPP as the antiglitch command? Thanks
  22. 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
  23. @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>
  24. @Sunstriker7 Bigass Final. @giraffe That worked perfectly, thank you very much for your help!
  25. Hi, Just looking for a script to adjust the health / shield vitality of different vehicles types. Specifically an OP Falcon that is affecting game balance. Thanks