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Release MW3 Server Addon Extensions
#71
(01-08-2013, 06:29)[Z00MBY] Alex Wrote: But, PlayFX work only for Players currently on the map. If Player connect after PlayerFX, he sees no effect. If Player reconnect, effect also disappears.

Not sure why the game is doing that, sorry. I think the same thing would happen if it was done in GSC too.
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#72
(01-08-2013, 07:13)master131 Wrote:
(01-08-2013, 06:29)[Z00MBY] Alex Wrote: But, PlayFX work only for Players currently on the map. If Player connect after PlayerFX, he sees no effect. If Player reconnect, effect also disappears.

Not sure why the game is doing that, sorry. I think the same thing would happen if it was done in GSC too.

JayDi said that he did permanent effect. Ask him.
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#73
(01-08-2013, 07:13)master131 Wrote:
(01-08-2013, 06:29)[Z00MBY] Alex Wrote: But, PlayFX work only for Players currently on the map. If Player connect after PlayerFX, he sees no effect. If Player reconnect, effect also disappears.

Not sure why the game is doing that, sorry. I think the same thing would happen if it was done in GSC too.

It seems you found something wrong.
As i remember, same happened in mw2 with 'SpawnFx' and 'TriggerFx'.
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#74
Eh, I don't know. Pretty sure the function I found was PlayFX, it's just like the one in COD4. Could be something to do with the GSC functions that I omitted, but I'm pretty sure they were not needed because they returned the FX entity.

Anyway, just an update. I got a basic OnNotify working (aka, waittill). I can trace all the types/messages like spawned_player, death and other stuff but so far no parameters yet or who the message belongs to. It involved function hooking (yes, in C#, but hey, it works).
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A casual conversation between barata and I about Nukem.
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#75
(01-08-2013, 10:01)master131 Wrote: Eh, I don't know. Pretty sure the function I found was PlayFX, it's just like the one in COD4. Could be something to do with the GSC functions that I omitted, but I'm pretty sure they were not needed because they returned the FX entity.

Anyway, just an update. I got a basic OnNotify working (aka, waittill). I can trace all the types/messages like spawned_player, death and other stuff but so far no parameters yet or who the message belongs to. It involved function hooking (yes, in C#, but hey, it works).

Really?

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Just what i needed.
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#76
Alright, figured out how to verify which entity/client the notify event was meant for. Now to get the parameters associated with the notify event. Once I get that figured out, I can put SetCanDamage back.
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#77
I cannot compile, you can lay out a ready made addon?
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#78
(01-08-2013, 12:20)SaviouR9966 Wrote: I cannot compile, you can lay out a ready made addon?

What errors/warnings are you getting?

This is what I'm using to test the stuff:
http://pastebin.com/raw.php?i=CgzsWpP7
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A casual conversation between barata and I about Nukem.
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#79
(01-08-2013, 12:28)master131 Wrote:
(01-08-2013, 12:20)SaviouR9966 Wrote: I cannot compile, you can lay out a ready made addon?

What errors/warnings are you getting?

This is what I'm using to test the stuff:
http://pastebin.com/raw.php?i=CgzsWpP7

No mistakes. just when I compile I added a link to this addon, but for some reason he does not work. I write: using addon2; but he does not appear. So I think it may have a bug in the compiler. Can you describe in detail how to compile this addon.
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#80
(01-08-2013, 12:50)SaviouR9966 Wrote:
(01-08-2013, 12:28)master131 Wrote:
(01-08-2013, 12:20)SaviouR9966 Wrote: I cannot compile, you can lay out a ready made addon?

What errors/warnings are you getting?

This is what I'm using to test the stuff:
http://pastebin.com/raw.php?i=CgzsWpP7

No mistakes. just when I compile I added a link to this addon, but for some reason he does not work. I write: using addon2; but he does not appear. So I think it may have a bug in the compiler. Can you describe in detail how to compile this addon.

Bug in compiler.. heheh
Are you sure that you switched net framework to 3.0?
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