Admiral MOD Addon für Killingspree, Firstblood u. Headshot |
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also folgendes problem:
bei meinem win homeserver mit xp prof sp2 funzt alles, auf dem debian linux gameserver (xg1) teilweise nicht
ich hab hier das script von lsb squall 69 customized den code stell ich danach rein
die console schreibt zwar ne non localised blabla warning, must be renamed to...
sounds tun auch wie sie sollen...
was heisst script runtime error, wie kann ich am besten vorgehen?
Code angehängt. Klicke hier zum Ein-/Ausblenden
| code: |
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Sending heartbeat to cod2master.activision.com
Client 2 connecting with 100 challenge ping from 84.164.140.24:28960
Going from CS_FREE to CS_CONNECTED for (num 9 guid 157183)
Client 3 connecting with 50 challenge ping from 84.156.159.105:-4304
Going from CS_FREE to CS_CONNECTED for (num 0 guid 955220)
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^4H100^4K7"
PunkBuster Server: New Connection (slot #10) 84.164.140.24:28960 [9b433db50e9844c5ec026c15632bc569] "^4H100^4K7" (seq 10980560)
PunkBuster Server: Auto Screenshot 000001 Requested from 9 ^1M^2o^1r^2g^1o7
PunkBuster Server: New Connection (slot #1) 84.156.159.105:-4304 [6e0673586b980ceb467773225fc53fa6] "^1Olle ^4Otze7" (seq 15937690)
DAS FOLGENDE TUT
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Olle ^4Otze7"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^7Head: ^72.2 m (^7Luger)"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Head Shot!^7 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1M^2o^1r^2g^1o7 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^5hat Dich eliminiert. "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^5Distanz:^3 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^5Meter! Waffe:^3 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "Luger"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Head Shot!^7 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1M^2o^1r^2g^1o7 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^5eliminierte7 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^4H100^4K7"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^5Distanz:^3 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^5Meter! Waffe:^3 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "Luger"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1First Blood! ^5wurde vergossen von7 "
DIE FOLGENDE ZEILE ZEIGTS NICHT AN
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^5...und das arme Schwein war7 "
DIE TUT WIEDER, IST DIE ERSTE ZEILE
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^1First Blood! ^5wurde von Dir vergossen!"
ZWEIT ZEILE; TUT NICHT
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^5...und das arme Schwein war7 "
AND SO ON...
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1First Blood!"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^5hat Dein Blut als Erster vergossen!"
******* script runtime error *******
cannot cast undefined to string: (file 'maps/mp/gametypes/_myaddon.gsc', line 163)
eAttacker playLocalSound( sound );
*
started from:
(file 'maps/mp/gametypes/_myaddon.gsc', line 162)
wait 1.5;
*
************************************
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1W e l c o m e ^22 ^1R e a l i t y"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^6@ ^3H E L L ^4Z o n e (^7A^1M2+^4)"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^5Viel Spaß, Fair Play & Gut Schuß wünscht:"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Olle ^4Otze7"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1W e l c o m e ^22 ^1R e a l i t y"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^6@ ^3H E L L ^4Z o n e (^7A^1M2+^4)"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^5Viel Spaß, Fair Play & Gut Schuß wünscht:"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Olle ^4Otze7"
PunkBuster Server: Screenshot /xg1/xg1/pb/svss/pb000001.png successfully received (MD5=01B3E3CE915FDBB1A748CACD74F99829) from 9 ^1M^2o^1r^2g^1o7 [34dc335615811cb25e6b45168b9a6f3b(VALID) 84.157.145.103:-681]
******* script runtime error *******
cannot cast undefined to string: (file 'maps/mp/gametypes/_myaddon.gsc', line 167)
eAttacker playLocalSound( sound );
*
called from:
(file 'maps/mp/gametypes/_admiral_mod_player.gsc', line 1360)
thread maps\mp\gametypes\_myaddon::Killingspree(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc);
*
called from:
(file 'maps/mp/gametypes/dm.gsc', line 413)
if(game["am_enabled"] == 1) self maps\mp\gametypes\_admiral_mod_player::PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration);
*
called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 69)
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
*
called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 66)
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
*
called from:
(file 'maps/mp/gametypes/dm.gsc', line 349)
self finishPlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
*
called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
*
started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
************************************
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1M^2o^1r^2g^1o7 "
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^1Killing Spree!"
PunkBuster Server: [From #10 c569(VALID) ^4H100^4K7] My dx C:\WINNT\system32\d3d9.dll size=1689088 md5=D67BDBBDA86CC9AEEBBAF3217C1717D8
Sending heartbeat to cod2master.activision.com
[COLOR=red]WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Olle ^4Otze7"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: "^1Olle ^4Otze7"
WARNING: Non-localized Game Message string is not allowed to have letters in it. Must be changed over to a localized string: " ^5beendete Dein Gemetzel! " |
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__________________

Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von Nightwing: 21.03.2007 12:32.
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customized code für _myaddon.gsc
Code angehängt. Klicke hier zum Ein-/Ausblenden
| code: |
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//** Killingspree, Firstblood und Headshot by Markus Lechner aka LSB Squall 69, http://lsb-snipers.com **//
Killingspree(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc){
self endon("disconnected");
//** Grösse und Koordinaten für Text **//
Textsize = 2.0;
xcoord = 0;
ycoord = 0;
if(!isDefined(eAttacker.KillsiRow)){
eAttacker.KillsiRow = 0;
eAttacker.EndSpree = 0;
}
if(!isDefined(self.KillsiRow)){
self.KillsiRow = 0;
self.EndSpree = 0;
}
//** Setzen der Variable für Killspree wenn Player stirbt **//
if( self.KillsiRow <= 2 ){
self.KillsiRow = 0;
}
if(isdefined(eAttacker.hud_costumprint))
eAttacker.hud_costumprint destroy();
if(isdefined(self.hud_costumprint))
self.hud_costumprint destroy();
//** Setzen der Variable wenn Killspree Ende **//
if( self.KillsiRow >= 3 )
self.EndSpree = 1;
//** Check ob eine Killspree zu Ende ist **//
if( self.EndSpree == 1 ){
if( self.KillsiRow >= 11 )
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Godlike" );
else if( self.KillsiRow >= 10 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Unstopable" );
}
else if( self.KillsiRow >= 9 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Slaughter" );
}
else if( self.KillsiRow >= 8 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Holy Shit" );
}
else if( self.KillsiRow >= 7 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Monster Kill" );
}
else if( self.KillsiRow >= 6 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Dominating" );
}
else if( self.KillsiRow >= 5 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Rampage" );
}
else if( self.KillsiRow >= 4 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Ultra Kill" );
}
else if( self.KillsiRow >= 3 ){
iprintln ( eAttacker.name , " ^5beendete^7 " , self , " ^1Killing Spree" );
}
self playLocalSound ( "monsterlache" );
if( eAttacker != self ){
eAttacker playLocalSound ( "wixxer" );
self iprintlnbold ( eAttacker.name , " ^5beendete Dein Gemetzel! " );
}
//** Killingspree ist vorbei setze Variablen neu **//
self.EndSpree = 0;
self.KillsiRow = 0;
}
//** Check ob Killspree im Gange ist **//
if( eAttacker != self ){ //** ohh für einen Selbstmord gibt es schon gar nix **//
sound = undefined;
eAttacker.KillsiRow++;
if( !isdefined ( eAttacker.hud_costumprint ) ){
eAttacker.hud_costumprint = newClientHudElem ( eAttacker );
eAttacker.hud_costumprint.horzAlign = "center";
eAttacker.hud_costumprint.vertAlign = "top";
eAttacker.hud_costumprint.Alignx = "center";
eAttacker.hud_costumprint.x = xcoord;
eAttacker.hud_costumprint.y = ycoord;
eAttacker.hud_costumprint.font = "default";
eAttacker.hud_costumprint.fontscale = Textsize;
}
if( eAttacker.KillsiRow == 3 ){
iprintln ( eAttacker.name , " ^1Killing Spree!" );
sound = "killingspree";
eAttacker.hud_costumprint setText( &" ^1Killing Spree!" );
}
if( eAttacker.KillsiRow == 4 ){
iprintln ( eAttacker.name , " ^1Ultra Kill!" );
sound = "ultrakill";
eAttacker.hud_costumprint setText( &" ^1Ultra Kill!" );
}
if( eAttacker.KillsiRow == 5 ){
iprintln ( eAttacker.name , " ^1Rampage!" );
sound = "rampage";
eAttacker.hud_costumprint setText( &" ^1Rampage!" );
}
if( eAttacker.KillsiRow == 6 ){
iprintln ( eAttacker , " ^1Dominating!" );
sound = "dominating";
eAttacker.hud_costumprint setText( &" ^1Dominating!" );
}
if( eAttacker.KillsiRow == 7 ){
iprintln ( eAttacker.name , " ^1Monster Kill!" );
sound = "monsterkill";
eAttacker.hud_costumprint setText( &" ^1Monster Kill!" );
}
if( eAttacker.KillsiRow == 8 ){
iprintln ( eAttacker.name , " ^1Holy Shit!" );
sound = "holyshit";
eAttacker.hud_costumprint setText( &" ^1Holy Shit!" );
}
if( eAttacker.KillsiRow == 9 ){
iprintln ( eAttacker.name , " ^1Slaughter!" );
sound = "slaughter";
eAttacker.hud_costumprint setText( &" ^1Slaughter!" );
}
if( eAttacker.KillsiRow == 10 ){
iprintln ( eAttacker.name , " ^1Unstopable!" );
sound = "unstoppable";
eAttacker.hud_costumprint setText( &" ^1Unstopable!" );
}
if( eAttacker.KillsiRow >= 11 ){
iprintln ( eAttacker.name , " ^1Godlike!" );
sound = "godlike";
eAttacker.hud_costumprint setText( &" ^1Godlike!" );
}
if( eAttacker.headshot == 1 ){
wait 1.5;
eAttacker playLocalSound( sound );
}
else if( eAttacker.headshot != 1 )
eAttacker playLocalSound( sound );
eAttacker.headshot = 0;
}
}
Timeannouncer(){
shouldcount = true;
color = (0,0,1);
while( shouldcount ){
sound = undefined;
passedtime = (getTime() - level.starttime) / 1000;
secondsleft = int((level.timelimit*60) - (passedtime));
wait 1;
if ( secondsleft < 2 ) shouldcount = false;
if( level.mapended ) return;
if( secondsleft > 300 ) continue;
if ( secondsleft == 300 ){
sound = "5min";
color = (0,1,0);
}
if ( secondsleft == 120 ){
sound = "2min";
color = (0,1,1);
}
if ( secondsleft == 60 ){
sound = "1min";
color = (1,0,1);
}
if ( secondsleft == 30 ){
sound = "30sec";
color = (1,.5,0);
}
if ( secondsleft == 20 ){
sound = "20sec";
color = (1,1,0);
}
if ( secondsleft == 10 ){
sound = "10sec";
color = (1,0,0);
}
if ( secondsleft == 9 )
sound = "9sec";
if ( secondsleft == 8 )
sound = "8sec";
if ( secondsleft == 7 )
sound = "7sec";
if ( secondsleft == 6 )
sound = "6sec";
if ( secondsleft == 5 )
sound = "5sec";
if ( secondsleft == 4 )
sound = "4sec";
if ( secondsleft == 3 )
sound = "3sec";
if ( secondsleft == 2 )
sound = "2sec";;
if ( secondsleft == 1 )
sound = "1sec";
if( isDefined (sound) ){
level.clock.color = color;
players = getentarray("player", "classname");
for( i=0;i < players.size;i++ ){
if( isplayer (players[i]) )
players[i] playLocalSound (sound);
}
}
}
} |
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__________________

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customized code für headshot und firstblood
hinweis, die textmitteilungen bei teamplay tun nicht, also wenn einer die antwort weiss, warum nicht, bitte keine scheu zeigen und hier posten, bin dankbar für alles
in meiner signatur seht ihr den server, wer sichs mal ansehen will um sich ein bild zu machen, heut abend um 8 uhr rum bin ich drauf
Code angehängt. Klicke hier zum Ein-/Ausblenden
| code: |
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//** Hinzugefügt für HELLZone_AM **//
//** Kopfschuss Nachrichten und Sounds **//
if( sMeansOfDeath == "MOD_HEAD_SHOT" ){
weapon = maps\mp\gametypes\_admiral_mod_weapons::GetWeaponName(maps\mp\gametypes\_admiral_mod_utils::deleteAMextension(sWeapon));
if(sWeapon == "tnt_bomb_mp") weapon = "TNT";
if(sWeapon == "artillery_mp") weapon = "Artillery";
dist = distance(self.origin,eAttacker.origin);
if(level.nachkomma == "0") //** Entfernung in Metern ohne Kommastelle **//
s = int(dist/39.37);
else //** Entfernung in Metern mit einer Kommastelle **//
s = int(dist/3.937)/10.0;
//** s ist die Distanz des Kills aus dem Admiral Mod **//
eAttacker playlocalSound ( "headshot" ); //** Sound für den Schützen **//
// eAttacker iprintlnBold ( "^1Head Shot!^7 " , self.name , " ^5eliminiert. Distanz:^3 " , s , " ^5Meter!" ); //** Text für den Schützen **//
eAttacker.headshot = 1;
self playlocalSound ( "headshot" ); //** Sound für den Getöteten **//
self iprintlnBold ( "^1Head Shot!^7 " , eAttacker.name , " ^5hat Dich eliminiert. " ); //** Text für den Getöteten **//
self iprintlnBold ( "^5Distanz:^3 " , s , " ^5Meter! Waffe:^3 ", Weapon );
iprintln ( "^1Head Shot!^7 " , eAttacker.name , " ^5eliminierte^7 " , self.name );//** Textnachricht für alle Spieler links unten **//
iprintln ( "^5Distanz:^3 " , s , " ^5Meter! Waffe:^3 ", Weapon );
}
//** Durch die Ausgabe von iprintln erscheinen nun 2 Ausgaben links unten für den Kopfschuss, eine Spielstandard, eine von dem Script hier **//
//** Nachricht für ersten Kill - FIRST BLOOD - **//
if( level.firstblood == 0 && !isDefined ( self.switching_teams ) ){
players = getentarray("player", "classname");
level.firstblood++; //** Erster Kill wurde gemacht Variable != 0 gesetzt **//
if( isPlayer ( eAttacker ) ){ //** Wenn Spieler Spieler Schütze ist **//
for( i=0;i < players.size;i++ ){ //** Variable die alle Spieler Anzahl x definiert **//
if( players[i] != self && players[i] != eAttacker && eAttacker != self ){ //** Alle Spieler ausser Schütze und Getöteter und Schütze ist kein Selbstmörder **//
players[i] playlocalsound( "firstblood" ); //** Sound für alle Spieler mit Ausnahme des Schützen des Getöteten und des Selbstmörders**//
players[i] iprintlnbold( "^1First Blood! ^5wurde vergossen von^7 ", eAttacker ); //** Text für alle Spieler mit Ausnahme des Schützen des Getöteten und des Selbstmörders **//
if( level.teamplay == 0 )
players[i] iprintlnbold( "^5...und das arme Schwein war^7 ", self ); //** Text wenn keine Teams vorhanden sind **//
else if( eAttacker.pers["team"] != self.pers["team"] && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Opfer nicht im gleichen Team ist **//
players[i] iprintlnbold( "^5...und das arme Schwein war^7 ", self ); //** Text für Gegner Team **//
else if( eAttacker.pers["team"] == self.pers["team"] && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Opfer im gleichen Team ist **//
players[i] iprintlnbold( "^5...und es hat Dein Teammitglied^7", self , "^5erwischt!^7!" ); //** Text für Opfer Team **//
}
}
if( eAttacker != self ){ //** Schütze jedoch nicht Getöteter - Nachricht an Beide **//
if( eAttacker.Headshot == 1 )
wait 1.5;
eAttacker playlocalsound( "firstblood" ); //** Sound für den Schützen mit Wartezeit beim Headshot**//
self playlocalsound( "firstblood" ); //** Sounds für den Getöteten mit Wartezeit zwischen den Sounds **//
wait 1.5;
self playLocalSound ( "whyami" );
eAttacker iprintlnbold( " ^1First Blood! ^5wurde von Dir vergossen!" ); //** Text für den Schützen **//
eAttacker iprintlnbold( "^5...und das arme Schwein war^7 ", self );
self iprintlnbold( "^1First Blood!" ); //** Text für den Getöteten mit Ausnahme eines Selbstmörders **//
self iprintlnbold( eAttacker , " ^5hat Dein Blut als Erster vergossen!" );
}
if( eAttacker == self && players[i] != self && players[i] != eAttacker ){ //** Spieler ist Selbstmörder **//
players[i] playlocalsound( "firstblood" ); //** Sound für alle Spieler **//
self playlocalsound( "firstblood" ); //** Sounds für den Selbstmörder mit Wartezeit zwischen den Sounds **//
wait 1.5;
self playLocalSound ( "hallelujah" );
players[i] iprintlnbold( "^1First Blood! ^5wurde vergossen von^7 ", eAttacker ); //** Text für alle Spieler mit Ausnahme des Schützen des Getöteten und des Selbstmörders **//
self iprintlnbold( " ^1First Blood!" ); //** Text für den Selbstmörder **//
self iprintlnbold( " ^5...und es war Dein eigenes Blut!" );
if( level.teamplay == 0 )
players[i] iprintlnbold( "^5...und er leidet an Schizophrenie!" ); //** Text wenn keine Teams vorhanden sind **//
else if( eAttacker.pers["team"] != self.pers["team"] && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Selbstmörder nicht im gleichen Team ist **//
players[i] iprintlnbold( "^5...und er leidet an Schizophrenie!"); //** Text für Gegner Team **//
else if( eAttacker.pers["team"] == self.pers["team"] && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Selbstmörder im gleichen Team ist **//
players[i] iprintlnbold( "^5Dein Teammitglied", self , "^5leidet an Schizophrenie!" ); //** Text für Selbstmörder Team **//
}
}
}
thread maps\mp\gametypes\_myaddon::Killingspree(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc);
//** ---Ende für HELLZone_AM--- **// |
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Ich würde das bei mir auch gern so machen. Wie weiss ich was ich weglassen kann ?? Dann brauche ich 2 dateien ne. Und die wo auf dem server bleibt fängt glaub mit svr oder so ??
was weglassen?? hä?
ich hab die dateien entpackt auf dem server, spart .iwd zeichenstrings
zum vocal menu weiss ich nix, müsst ich genauso suchen, aber schau mal in den localisedstrings nach, das müsst passen.
level.teamplay ist für text und sound im firstblood, und es tut nun feini
bei firstblood verschwindet der body durch das wait zwischen headshot und firstblood kurz, ja, beim headshot allein nicht.
text für headshot + distanz in mitte = nur getöteter, rest unten links =iprintln, in mitte stört es den schützen, da er weiterlebt.
folgender code in der myaddon.gsc macht den text für killingspree mittig:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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if( !isdefined ( eAttacker.hud_costumprint ) ){
eAttacker.hud_costumprint = newClientHudElem ( eAttacker );
eAttacker.hud_costumprint.horzAlign = "center";
eAttacker.hud_costumprint.vertAlign = "top";
eAttacker.hud_costumprint.Alignx = "center";
eAttacker.hud_costumprint.x = xcoord;
eAttacker.hud_costumprint.y = ycoord;
eAttacker.hud_costumprint.font = "default";
eAttacker.hud_costumprint.fontscale = Textsize;
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hoffe die antworten sind okay?
ToM
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Serverseitige Dateien beim AM 3615:
Ordner character codescripts maps (+ unterordner) und mp
zu dem ordner maps, im unterordner mp/gametypes sind .txt dateien (dm.txt usw)
diese bitte unter beibehalt der ordnerstruktur in die client .iwd datei kopieren, aber auch auf dem server belassen.
so, nun zum level.teamplay, es kommt IMMER in der Funktion Callback_StartGameType()
unter die anderen level.blabla Variablenaufrufe, aber VOR das erste "thread"
als anschauung hier meine dm.gsc:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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Callback_StartGameType()
{
level.splitscreen = isSplitScreen();
// defaults if not defined in level script
if(!isdefined(game["allies"]))
game["allies"] = "american";
if(!isdefined(game["axis"]))
game["axis"] = "german";
// server cvar overrides
if(getCvar("scr_allies") != "")
game["allies"] = getCvar("scr_allies");
if(getCvar("scr_axis") != "")
game["axis"] = getCvar("scr_axis");
precacheStatusIcon("hud_status_dead");
precacheRumble("damage_heavy");
precacheString(&"PLATFORM_PRESS_TO_SPAWN");
// * AdmiralMOD *
if(game["am_enabled"] == 1) maps\mp\gametypes\_admiral_mod_precache::Precache();
thread maps\mp\gametypes\_menus::init();
thread maps\mp\gametypes\_serversettings::init();
thread maps\mp\gametypes\_clientids::init();
thread maps\mp\gametypes\_teams::init();
thread maps\mp\gametypes\_weapons::init();
thread maps\mp\gametypes\_scoreboard::init();
thread maps\mp\gametypes\_killcam::init();
thread maps\mp\gametypes\_shellshock::init();
thread maps\mp\gametypes\_hud_playerscore::init();
thread maps\mp\gametypes\_deathicons::init();
thread maps\mp\gametypes\_hearticons::init();
thread maps\mp\gametypes\_tnticons::init();
thread maps\mp\gametypes\_damagefeedback::init();
thread maps\mp\gametypes\_objpoints::init();
thread maps\mp\gametypes\_healthoverlay::init();
thread maps\mp\gametypes\_grenadeindicators::init();
level.xenon = (getcvar("xenonGame") == "true");
if(level.xenon) // Xenon only
thread maps\mp\gametypes\_richpresence::init();
else // PC only
thread maps\mp\gametypes\_quickmessages::init();
setClientNameMode("auto_change");
spawnpointname = "mp_dm_spawn";
spawnpoints = getentarray(spawnpointname, "classname");
if(!spawnpoints.size)
{
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
for(i = 0; i < spawnpoints.size; i++)
spawnpoints[i] placeSpawnpoint();
allowed[0] = "dm";
maps\mp\gametypes\_gameobjects::main(allowed);
// Time limit per map
if(getCvar("scr_dm_timelimit") == "")
setCvar("scr_dm_timelimit", "30");
else if(getCvarFloat("scr_dm_timelimit") > 1440)
setCvar("scr_dm_timelimit", "1440");
level.timelimit = getCvarFloat("scr_dm_timelimit");
setCvar("ui_dm_timelimit", level.timelimit);
makeCvarServerInfo("ui_dm_timelimit", "30");
// Score limit per map
if(getCvar("scr_dm_scorelimit") == "")
setCvar("scr_dm_scorelimit", "100");
level.scorelimit = getCvarInt("scr_dm_scorelimit");
setCvar("ui_dm_scorelimit", level.scorelimit);
makeCvarServerInfo("ui_dm_scorelimit", "100");
// Force respawning
if(getCvar("scr_forcerespawn") == "")
setCvar("scr_forcerespawn", "0");
if(!isdefined(game["state"]))
game["state"] = "playing";
level.QuickMessageToAll = true;
level.mapended = false;
//** hinzugefügt für HELLZone_AM **//
level.teamplay = 0;
//** ---Ende für HELLZone_AM--- **//
thread startGame();
thread updateGametypeCvars();
//thread maps\mp\gametypes\_teams::addTestClients();
// * AdmiralMOD *
if(game["am_enabled"] == 1) maps\mp\gametypes\_admiral_mod::StartGame();
}
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bei fragen einfach fragen, dazu bin ich da und so hab ich auch angefangen
Wünsche ein gutes Gelingen
ToM
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