Posts: 438
Threads: 4
Joined: May 2011
Reputation:
23
07-06-2011, 19:26
(This post was last modified: 07-06-2011, 19:30 by XeroK.)
(07-06-2011, 14:55)vinc93170 Wrote: Hi Xerok , i got a little problem with ur mod : i upload xKmod 2.5 on my server and i do what i got to do with the commandline , i restart server and i Re-sync but when i'm on my server there is only the name of mod and there are no changes .
I got this problem just with 2.5 ...
Help me please , thanks
That's just because you're not sync'ing the files in a proper way:
1. Stop the server
2. Click Re-sync
3. Verify that you have the 4 files (mod.ff, custom_ruleset.iwd, mp_xKMod.iwd and server.cfg) under mp_xkm25/
Should look like this:
4. Do the needed changes into the commandline.txt (make sure you type mp_xkm25 and not mp_mxk25)
5. Restart the server
(07-06-2011, 15:29)messA Wrote: Hello xerok, why i uploaded a xkmod 2.5 on my server, and i doesnt have a ready up and a counter alive? Can u help me with this problem?
Best regards.
Use /rcon xk_mode eslmatch or cbmatch or cevomatch
(07-06-2011, 19:24)Pozzuh Wrote: I like how 50% of the script is scrirpt from cod4 promod
If you mean the "strat" mode, I used mw2 promod strat mode and did some changes, which I believe has the exact same data lines that the cod4 one;It also could be the isValidMode function which was adapted from the cod4 one. Otherwise, no.
Posts: 5,135
Threads: 241
Joined: Nov 2010
Reputation:
100
Not saying you completely copied everything but i'm pretty sure you just took the cod4promod readyup script and edited it. (same function names, same var names)
and stuff like using 'j' and not 'i' in this loop
Code: for ( j = 0; j < level.bombZones.size; j++ )
{
level.bombZones[j] maps\mp\gametypes\_gameobjects::disableObject();
}
Posts: 438
Threads: 4
Joined: May 2011
Reputation:
23
(07-06-2011, 19:35)Pozzuh Wrote: Not saying you completely copied everything but i'm pretty sure you just took the cod4promod readyup script and edited it. (same function names, same var names)
and stuff like using 'j' and not 'i' in this loop
Code: for ( j = 0; j < level.bombZones.size; j++ )
{
level.bombZones[j] maps\mp\gametypes\_gameobjects::disableObject();
}
Sorry to disappoint you sir, but I didn't use the cod4 ready-up.
I used the MW2 Promod one, which I think is pretty much the same.
http://pastebin.com/NkmNe0NV
Posts: 5,135
Threads: 241
Joined: Nov 2010
Reputation:
100
(07-06-2011, 19:38)XeroK Wrote: (07-06-2011, 19:35)Pozzuh Wrote: Not saying you completely copied everything but i'm pretty sure you just took the cod4promod readyup script and edited it. (same function names, same var names)
and stuff like using 'j' and not 'i' in this loop
Code: for ( j = 0; j < level.bombZones.size; j++ )
{
level.bombZones[j] maps\mp\gametypes\_gameobjects::disableObject();
}
Sorry to disappoint you sir, but I didn't use the cod4 ready-up.
I used the MW2 Promod one, which I think is pretty much the same.
http://pastebin.com/NkmNe0NV
Well, then they copied it from cod4promod and you copied it from mw2promod...
Posts: 438
Threads: 4
Joined: May 2011
Reputation:
23
07-06-2011, 19:43
(This post was last modified: 07-06-2011, 19:44 by XeroK.)
(07-06-2011, 19:40)Pozzuh Wrote: (07-06-2011, 19:38)XeroK Wrote: (07-06-2011, 19:35)Pozzuh Wrote: Not saying you completely copied everything but i'm pretty sure you just took the cod4promod readyup script and edited it. (same function names, same var names)
and stuff like using 'j' and not 'i' in this loop
Code: for ( j = 0; j < level.bombZones.size; j++ )
{
level.bombZones[j] maps\mp\gametypes\_gameobjects::disableObject();
}
Sorry to disappoint you sir, but I didn't use the cod4 ready-up.
I used the MW2 Promod one, which I think is pretty much the same.
http://pastebin.com/NkmNe0NV
Well, then they copied it from cod4promod and you copied it from mw2promod...
The word "copied" is a pretty strong one.
I started with it, followed it, and modified one by one the lines of code that weren't right, and trust me, there were a pretty lot of lines that were incompatible with black ops.
If you want to continue this conversation, I invite you to PM me, thank you.
Posts: 5,135
Threads: 241
Joined: Nov 2010
Reputation:
100
What if the community asked for a custom choose loadout menu and it would need to save beyond game restarts? Would you be able to make it?
This is why I'm asking. If I still played competitive I wouldn't want the owner of the mod we all play not be able to make anything. And i'm not the worst. If you would post this on tek9 (cod4 competitive community site) everything has to be 100% perfect.
I just don't trust your coding skills if you base/copy your scripts of something else
Posts: 1,830
Threads: 104
Joined: Jan 2011
Reputation:
46
(07-06-2011, 19:56)Pozzuh Wrote: What if the community asked for a custom choose loadout menu and it would need to save beyond game restarts? Would you be able to make it?
This is why I'm asking. If I still played competitive I wouldn't want the owner of the mod we all play not be able to make anything. And i'm not the worst. If you would post this on tek9 (cod4 competitive community site) everything has to be 100% perfect.
I just don't trust your coding skills if you base/copy your scripts of something else
Tek9 is overrated.
Posts: 5,135
Threads: 241
Joined: Nov 2010
Reputation:
100
@ iAegle yup and the community sucks ass lol
Posts: 438
Threads: 4
Joined: May 2011
Reputation:
23
(07-06-2011, 19:56)Pozzuh Wrote: What if the community asked for a custom choose loadout menu and it would need to save beyond game restarts? Would you be able to make it?
This is why I'm asking. If I still played competitive I wouldn't want the owner of the mod we all play not be able to make anything. And i'm not the worst. If you would post this on tek9 (cod4 competitive community site) everything has to be 100% perfect.
I just don't trust your coding skills if you base/copy your scripts of something else
I wouldn't post a beta on TEK9 c:
Posts: 5,135
Threads: 241
Joined: Nov 2010
Reputation:
100
Not only talking about tek9, it's most of the internet
|