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Looking for some help on porting some code from vCoD to UO Call of Duty : CoD+UO General I'd like to port some of the functionality from the vCoD PAM mod to the UO PAM mod. These functions include strat time and the ability to drop your secondary weapon. I've got the strat time working somewhat, but the HUD element does not go away when the r... [more] |
1 | 1010 | Sep 23, 2011 09:10 pm by tonysathre ![]() |
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PAM:UO Strat Mode Call of Duty : CoD+UO General I'm trying to incorporate PAM 1.08 from vCoD into PAM:UO as a request from several players in the UO Revival League. I added it to the mod, but when I do a /rcon pam_mode strat, sv_cheats doesn't turn on, and the nades aren't set to 999. Anyone have an id... [more] |
1 | 1127 | Feb 23, 2010 06:07 pm by tonysathre ![]() |
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Modifying CTF Scoring Call of Duty : CoD+UO General I figured it out. Nevermind.... [more] |
2 | 659 | Feb 22, 2010 11:23 pm by tonysathre ![]() |
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Modifying CTF Scoring Call of Duty : CoD+UO General Is it possible to change how the scoring works in CTF? I would like to change the points the players get for things such as assists, capping the flag, and defense kills. Thanks for any advice. Tony... [more] |
2 | 659 | Feb 22, 2010 10:50 pm by tonysathre ![]() |
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Limiting smoke grenades Call of Duty : CoD+UO General I figured it out: Code:getWeaponBasedSmokeGrenadeCount(weapon) { // if battle rank is on then call the battle rank function if ( isDefined(level.battlerank) && level.battlerank) { return maps\mp\gametypes\_rank_gmi::getWeaponBasedSmokeGrenade... [more] |
6 | 1061 | Feb 22, 2010 10:28 pm by tonysathre ![]() |
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Limiting smoke grenades Call of Duty : CoD+UO General Hmm, that didn't work either. I'm not much of a scripter myself. Here's the full _loadout_gmi.gsc if that helps: Code:// --------------------------------------------------------------------------- ------- // PlayerSpawnLoadout // // Sets up the ... [more] |
6 | 1061 | Feb 22, 2010 09:59 pm by tonysathre ![]() |
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Limiting smoke grenades Call of Duty : CoD+UO General I tried it, and it didn't work. Here's the function in _loadout_gmi.gsc: Code:PlayerSpawnLoadout() { if (!isdefined(self.pers["weapon"]) && !isdefined(self.pers["weapon1"])) { // maps\mp\_utility::error("no defined weapon for the spawning playe... [more] |
6 | 1061 | Feb 22, 2010 09:25 pm by tonysathre ![]() |
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Limiting smoke grenades Call of Duty : CoD+UO General There is an upcoming league for UO that I am making a custom PAM ruleset for. Everything is working, except limiting the smoke grenades to 1 per player, regardless of class. I was successful in doing so by turning on battlerank, forcing the rank to the ra... [more] |
6 | 1061 | Feb 22, 2010 09:06 pm by tonysathre ![]() |
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Automatic Panzerfaust Call of Duty : CoDUO Mapping Nevermind, I figured it out. Delete this thread if you wish. Thanks, Tony... [more] |
2 | 754 | Aug 22, 2009 03:15 am by tonysathre ![]() |
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Automatic Panzerfaust Call of Duty : CoDUO Mapping I would like to make a small mod that allows the panzerfaust to have a clip, and shoot fully automatic. I know I need to edit the weapon file, but after looking through it, I'm not exactly sure what to edit, and how to build the PK3 for weapon mods. Can a... [more] |
2 | 754 | Aug 22, 2009 02:55 am by tonysathre ![]() |
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CoD4 - Quick Connect utility Call of Duty 4 : CoD4 General I wrote a quick connect utility for connecting to game servers. It's the first program I've ever wrote, so constructive criticism is welcome. Download Now ... [more] |
3 | 1027 | Mar 6, 2008 11:40 pm by tonysathre ![]() |
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compile reflection error Call of Duty 4 : CoD4 MP Mapping What is the error?... [more] |
3 | 895 | Jan 31, 2008 10:54 pm by tonysathre ![]() |
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how to get the compiler use both of my CPU's? Call of Duty 4 : CoD4 MP Mapping The compiler uses 90-100% of both my cores, on an X2 6400+.... [more] |
7 | 900 | Jan 31, 2008 10:52 pm by tonysathre ![]() |
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Can't find shader: shader_bin/ps_2_0_3fe1c8af Call of Duty 4 : CoD4 MP Mapping .KiLL3R. writes...Quote:ohh i wondered why my reflection compiler some times worked but sometimes would say that error, i change from shader model 2 to 3 a lot, 3 is for checking if my maps work, and 2 for when im playing, i get 50fps on 3 in stock maps, ... [more] |
34 | 5851 | Jan 31, 2008 04:44 am by tonysathre ![]() |
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A master checklist Call of Duty 4 : CoD4 MP Mapping I usually make the skybox last, so I', not limited to how big it will be. It's easier to just make it at the end so I don't have to worry about resizing it if I decide to make it a bit bigger. Except when testing of course, then I make a quick one and com... [more] |
24 | 2062 | Jan 30, 2008 09:32 pm by tonysathre ![]() |
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Shader_bin error after patch while compiling reflections Call of Duty 4 : CoD4 MP Mapping Even after applying the patch I get the shader_bin error when I try to compile reflections. It says something about a missing shader_bin file; Missing Shader_bin/ps_0_3_as3f23d. Thats not it exactly, but it basically like that. Am I actually missing a ... [more] |
2 | 871 | Jan 30, 2008 09:26 pm by tonysathre ![]() |
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[PRE-RELEASE] Pk Harbor ~ 56k beware Call of Duty 4 : CoD4 MP Mapping When I was looking at those screenshots I thought they were taken directly from vCoD. Nice job on the remake. Looks perfect.... [more] |
17 | 1952 | Jan 28, 2008 09:06 pm by tonysathre ![]() |
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Setting up the Editor automator Call of Duty : CoDUO Mapping I wrote a simple script to help everyone with setting up the editor. It automates the entire process so you don't have to do anything manually. Download it Here... [more] |
2 | 858 | Jun 20, 2007 08:08 am by tonysathre ![]() |
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