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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: cheat stoppers in mp_kursk
UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
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Level 4
Category: CoDUO Mapping
Posted: Thursday, Apr. 16, 2009 02:17 am
Sorry but i gotta ask this . . . .i've have changed the mp_kursk .bsp and made jeeps (made unusable) spawn in, to block the way so they can't go behind the map, but they still do it somehow? i think i know or seen all ways to get behind and under the map, anybody got any more ideas to stop the cheats! thanks . . . Phil
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_INSANE_
General Member
Since: Nov 6, 2008
Posts: 352
Last: Jul 10, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, Apr. 16, 2009 03:06 am
Mmmmmm... make a script corresponding to their origin, Get the max values of each direction.. North/East/South/West ... You could even get the vertical origin if you wanted..

And create a script so that if they go past those boundaries, then kill them.

Something like:

Code:
// autokill(Xmin, Xmax, Ymin, Ymax, Zmin, Zmax); // The furthest boundaries in each direction.
player thread autokill(-1300, 1935, -2602, 2530, -130, undefined);


autokill(xmin, xmax, ymin, ymax, zmin, zmax)
{
self endon("game_ended");
self endon("disconnect");

	while(1)
	{
		wait .1;
		so0 = int(self.origin[0]);
		so1 = int(self.origin[1]);
		so2 = int(self.origin[2]);

		if(!isalive(self))
			continue;

		if((isdefined(xmin) && so0 < xmin) 
		|| (isdefined(xmax) && so0 > xmax)
		|| (isdefined(ymin) && so1 < ymin)
		|| (isdefined(ymax) && so1 > ymax)
		|| (isdefined(zmin) && so2 < zmin)
		|| (isdefined(zmax) && so2 > zmax))
		{
			self suicide();
			self iprintlnbold("You are not allowed to go there.");
		}
	}
}


So you would probably have to run around the map and get the max origins for each direction.

This is for all sides, you don't necessarily need to do that though.

You could also spawn a trigger_radius behind the jeeps and if the player touches the trigger, then suicide them.
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GomerPyle
General Member
Since: Sep 30, 2006
Posts: 357
Last: Jul 13, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, Apr. 16, 2009 05:51 pm
The only place I've been able to find where they get behind the map is behind the germans 88. This is between the mine signs at 2951 -579 524 and 3419 -776 528. That is the only place I know of. Hope that helps.[wave]
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UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
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Level 4
Category: CoDUO Mapping
Posted: Thursday, Apr. 16, 2009 11:49 pm
Great stuff -=Insane=- [wink] i'll try the code after i get home from work tonight and let you know how i get on. Thanks Gomerpyle, yeah i know that spot there, i can get a heavy tank behind then under the map there too, theres also about 4 other spots i need to sort.

Phil
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UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
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Level 4
Category: CoDUO Mapping
Posted: Friday, Apr. 17, 2009 12:54 am
Hmmm i changed the values using 'viewpos' put the code in mp_kursk.gsc (in a .pk3 i made). . . comes up with a script error see console jobby?

Phil
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_INSANE_
General Member
Since: Nov 6, 2008
Posts: 352
Last: Jul 10, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Friday, Apr. 17, 2009 01:11 am
What does the full script error say?
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UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Apr. 18, 2009 01:55 am
Hi, it says it's a 'bad syntax' error

Phil
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoDUO Mapping
Posted: Saturday, Apr. 18, 2009 02:05 am
Hey phil m8, to get a better report on the syntax error you need to extend the console more.

Start the map in developer mode

Pull down the console ` tilde key the one above the tab key.
type developer 1 [enter]
type devmap mp_mapname [enter]
then when it throws a fit bring down the console by holding down shift and pressing tilde.

this should give you more info on that syntax error even down to the line that could be giving the prob.
Then post that here m8

greets from geordieland [drink]

edited on Apr. 18, 2009 05:06 am by DadofAzz

edited on Apr. 18, 2009 05:07 am by DadofAzz
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UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Apr. 18, 2009 02:12 am
[drink] ok if your havin one i am lol . . . il
l do it now and send
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UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Apr. 18, 2009 02:20 am
******script compile error******
bad syntax: (file 'maps\mp\mp_kursk.gsc' , line 151)
player thread autokill(4740, 4700, 4692, 4703, 173, undefined)

Hmm thats just random points i did using viewpos Pete! [drink]

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