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Request Some help with QCZM.
#1
Y0 Guys,

(Short introduction xd)

I've been working till last year on mapedits for the QCZM 4.91. Made many new edits and stuff like that, but now I want more.
I'm working together with Santahunter (may know him) and we're gonna rend a server, but first our server needs to get a big difference with the other zombie servers.
Not only the mapedits but we want to improve some other things too.

Like; Other weapons (if possible), new menu (one which you can open and close) and maybe some new zombie classes.
It is btw possible to let the client download something on 4D1? Can't find a topic about that anywhere...

(Anyone knows how to come down on Oilrig on 4D1 without dying?, so we can do mapedit down there too)

Hopefully you can help me with this,

-Spartan
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#2
Just delete killtriggers in oilrig.gsc
So you can build bunkers in other places.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#3
(07-26-2012, 15:17)JayDi Wrote: Just delete killtriggers in oilrig.gsc
So you can build bunkers in other places.

Or he can just make a new custom oilrig ents file that uses the whole map. There is no oilrig.gsc, it's all in the .ents file.. not to mention the table or desk whatever it is.. also fix the Barrel glitch.
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#4
Oilrig.gsc:



Just modify the main() thread to this:

Code:
main()
{
    maps\mp\_load::main();

    game[ "attackers" ] = "allies";
    game[ "defenders" ] = "axis";

    maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_3" );
    setdvar( "compassmaxrange", "4000" );

    array_thread( getentarray( "breach_solid", "targetname" ), ::self_delete );

    array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
    //thread killtrigger_ocean_on(); (if you fall in the ocean, it will not kill you)
    //thread custom_killtrigger(); (if you go under -350 height, you will not die, so you can go down)
    thread level_think();
    thread exploding_barrels();
}
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#5
Yeh got that one myself too, JayDi gave me a script for the mod but dunno really where to add it (sorry JayDi xd).
The script:

ents = getEntArray();
for ( index = 0; index < ents.size; index++ )
{
if(isSubStr(ents[index].classname, "trigger_hurt"))
ents[index].origin = (0, 0, 9999999);
}
.
Had to place it in _rank.gsc under 'init ()'.
Done but didn't work..
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#6
(07-26-2012, 21:49)Spartan. Wrote: Yeh got that one myself too, JayDi gave me a script for the mod but dunno really where to add it (sorry JayDi xd).
The script:

ents = getEntArray();
for ( index = 0; index < ents.size; index++ )
{
if(isSubStr(ents[index].classname, "trigger_hurt"))
ents[index].origin = (0, 0, 9999999);
}
.
Had to place it in _rank.gsc under 'init ()'.
Done but didn't work..

Hmm, i used it in MW2 my mods/other mods. It was working.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#7
I placed it wrong, soo sure.

It's now:

init()
{
setDvar("testClients_watchKillcam",0);

level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );

level.rankTable = [];

precacheShader("white");

precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
precacheString( &"RANK_ROMANIII" );
precacheShader( "hudicon_neutral" );

if ( level.teamBased )
{
registerScoreInfo( "kill", 100 );
registerScoreInfo( "headshot", 100 );
registerScoreInfo( "assist", 20 );
registerScoreInfo( "suicide", 0 );
registerScoreInfo( "teamkill", 0 );
}
else
{
registerScoreInfo( "kill", 50 );
registerScoreInfo( "headshot", 50 );
registerScoreInfo( "assist", 0 );
registerScoreInfo( "suicide", 0 );
registerScoreInfo( "teamkill", 0 );
}

registerScoreInfo( "win", 1 );
registerScoreInfo( "loss", 0.5 );
registerScoreInfo( "tie", 0.75 );
registerScoreInfo( "capture", 300 );
registerScoreInfo( "defend", 300 );

registerScoreInfo( "challenge", 2500 );

level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));

pId = 0;
rId = 0;
for ( pId = 0; pId <= level.maxPrestige; pId++ )
{
for ( rId = 0; rId <= level.maxRank; rId++ ){
precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
}
}

rankId = 0;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
assert( isDefined( rankName ) && rankName != "" );

while ( isDefined( rankName ) && rankName != "" )
{
level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

rankId++;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
}

maps\mp\gametypes\_missions::buildChallegeInfo();

level thread patientZeroWaiter();

level thread onPlayerConnect();
level thread onPlayerConnecting();
level thread doInit();

ents = getEntArray();
for ( index = 0; index < ents.size; index++ )
{
if(isSubStr(ents[index].classname, "trigger_hurt"))
ents[index].origin = (0, 0, 9999999);
}

}


Wrong huh?
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#8
Why we don't add the modified oilrig.gsc to the zmod? I think it'll work.
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