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Latest Posts by tonysathre
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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
[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
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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