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SD fx sound Call of Duty 2 : CoD2 Scripting jgreen827 writes...Quote: main() { // maps\mp\mp_mirage_fx::main(); // maps\mp\mp_mirage::main(); maps\mp\_load::main(); // setExpFog(0.0001, 0.55, 0.6, 0.55, 0); // setCullFog(0, 16500, 0.55, 0.6, 0.55, 0); ambientPlay("ambient_mp_mirage"); ... [more] |
17 | 666 | Sep 9, 2006 10:42 pm by bionicnipple ![]() |
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Message Script Not Running Call of Duty 2 : CoD2 Scripting Quick Fix: In Soviet_Stronghold::main change Code:maps\mp\svt_teleporter::main(); to Code:thread maps\mp\svt_teleporter::main(); Explaination: Notice how your elavator and message scripts are threaded, but your teleporter script isn't. The server... [more] |
7 | 1073 | Sep 8, 2006 09:55 am by bionicnipple ![]() |
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Moving a brush by shooting a trigger Call of Duty 2 : CoD2 Scripting I am Skyguy's "colleague". He is correct - some triggers worked some didn't. It seemed fairly random. They were all the same size and at various distances from the player. What ended up working is that I did two things. I made the damage triggers large... [more] |
14 | 1860 | Aug 12, 2006 05:26 pm by bionicnipple ![]() |
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No free entities - reduce/destroy? Call of Duty 2 : CoD2 Scripting Yeah, we get that it has to do with too many enities\models. I wrote a small thread to monitor the entity count. I guess our real question is: is there a good way to get rid of the weapons and dead bodies laying on the ground? The best thing I can thin... [more] |
3 | 854 | Jul 26, 2006 05:51 pm by bionicnipple ![]() |
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