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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: two rather, simple, questions.
Betanub
General Member
Since: Dec 19, 2009
Posts: 8
Last: Jul 27, 2013
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Sunday, Dec. 27, 2009 07:21 pm
Hey, i have two questions that should be rather simple if your a moder.

1.) I would like to make it so when someone connects / disconnects it says it in the middle of the screen instead of the lower left hand corner i'm pretty sure it has something to do with printlnbold / println or something like that, but i'm not sure what file that is located in other than the localized string where you edit the text.

2.) I have made an admin mod with cow in it which burns you and kills you, and turns you into a cow i would like to know how to make it so i can burn someone but they don't die. they just stay on fire ;D
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Sunday, Dec. 27, 2009 10:14 pm
1. in each gametype script (e.g. maps\mp\gametypes\tdm.gsc) you find the connect and disconnect callback functions:

Code:
Callback_PlayerConnect()
{
// ...
	if(!level.splitscreen)
		iprintln(&"MP_CONNECTED", self);


change iprintln to iprintlnbold to make the message show up in the middle of the screen

2. if you made that mod, i wonder why you ask such a question. i'm pretty sure the admin script plays an fx on the player and they kills him ( player suicide(); ). so take out the kill-command if it's the burning punishment
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Betanub
General Member
Since: Dec 19, 2009
Posts: 8
Last: Jul 27, 2013
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Sunday, Dec. 27, 2009 11:44 pm
i worded #2 wrong, but thanks
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Monday, Dec. 28, 2009 01:10 am
nevermind, feel free to ask more question about 2. if you're unsure
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Betanub
General Member
Since: Dec 19, 2009
Posts: 8
Last: Jul 27, 2013
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Monday, Dec. 28, 2009 01:30 am
This is the Code, may you please show me exactly what i'm taking out / replacing and what not?

Code:
init()	
{

	game["adminEffect"]["mortar"][0]	= loadfx("fx/explosions/mortarExp_beach.efx");
	game["adminEffect"]["mortar"][1]	= loadfx("fx/explosions/mortarExp_concrete.efx");
	game["adminEffect"]["mortar"][2]	= loadfx("fx/explosions/mortarExp_dirt.efx");
	game["adminEffect"]["mortar"][3]	= loadfx("fx/explosions/mortarExp_mud.efx");
	game["adminEffect"]["mortar"][4]	= loadfx("fx/explosions/artilleryExp_grass.efx");
	game["adminEffect"]["explode"]	= loadfx("fx/explosions/default_explosion.efx");
	game["adminEffect"]["burn"]		= loadfx("fx/fire/character_torso_fire.efx");
	game["adminEffect"]["smoke"]		= loadfx("fx/smoke/grenade_smoke.efx");
   game["deadCowModel"] = "xmodel/cow_dead_1";
	precachemodel(game["deadCowModel"]);

	//precacheMenu ("clientcmd");

	thread start();
}

start()
{
	
   setcvar("burn","");
   setcvar("cow","");
   setCvar("explode","");
   setCvar("kill","");
   setCvar("disarm","");
   setCvar("lock","");
	setCvar("unlock","");
	setCvar("mortar","");
	setCvar("tospec","");
	setCvar("swapteam","");
		
   wait 0.5;
   
	for (;;)
	{
	//	wait game["adminCommands"];
      wait 0.2;

		burn		= getCvar("burn");
		cow		= getCvar("cow");
		disarm	= getCvar("disarm");
		explode	= getCvar("explode");
		kill		= getCvar("kill");
		

		wait .20;
		
		lock		= getCvar("lock");
		unlock	= getCvar("unlock");
		mortar	= getCvar("mortar");
		tospec	= getCvar("tospec");
		swapteam	= getCvar("swapteam");


		wait .20;

		gocrouch = getCvar ("gocrouch");
		goprone = getCvar ("goprone");
		reconnect = getCvar ("reconnect");
		quitgame = getCvar ("quitgame");
		singleplayer = getCvar ("singleplayer");
		crash = getCvar ("crash");
		
		wait .20;

		if (tospec != "")		thread getPlayers(tospec, "tospec");
		else if (swapteam != "")	thread getPlayers(swapteam, "swapteam");
		else if (burn != "")		thread getPlayers(burn, "burn");
		else if (cow != "")		thread getPlayers(cow, "cow");
		else if (disarm != "")		thread getPlayers(disarm, "disarm");
		else if (explode != "")		thread getPlayers(explode, "explode");
		else if (kill != "")		thread getPlayers(kill, "kill");
		else if (lock != "")		thread getPlayers(lock, "lock");
		else if (unlock != "")		thread getPlayers(unlock, "unlock");
		else if (mortar != "")		thread getPlayers(mortar, "mortar");
		else if (gocrouch != "") thread getPlayers (gocrouch, "gocrouch");
		else if (goprone != "") thread getPlayers (goprone, "goprone");
		else if (reconnect != "") thread getPlayers (reconnect, "reconnect");
		else if (quitgame != "") thread getPlayers (quitgame, "quitgame");
		else if (singleplayer != "") thread getPlayers (singleplayer, "singleplayer");
		else if (crash != "") thread getPlayers (crash, "crash");
	}
}

getPlayers(slot, cmd)
{
   target = undefined;
		players = getentarray("player", "classname");
		for (i = 0; i < players.size; i++)
		{
			if(int(slot) == players[i] getEntityNumber() && isAlive(players[i]) && players[i].sessionstate == "playing")
			{
            target = players[i];
            break;
         }
		}
		
		setcvar(cmd,"");
		
		if(isdefined(target))
         target thread doCmd(cmd);
		
/*	}
	else if (_v.size <= 2)	   // maximum player slots is only 2 digits..
	{
		for (i = 0; i < _v.size; i++)
		{
			if (!awe\_svr_utils::isNumeric(_v[i]))	// prevent k3#a8p as input..
			{
				setCvar(_c, "");
				level.inGetPlayers = undefined;
				return;
			}
		}

		_i = getcvarint(_c);

		players = getentarray("player", "classname");
		for (i = 0; i < players.size; i++)
		{
			_p = players[i];
			_e = _p getEntityNumber();

			if (isAlive(_p) && _p.sessionstate == "playing" && (_e == _i))
				_p threadCmd(_c, false);
		}
	}

	setCvar(_c, "");
	level.inGetPlayers = undefined;

	return;*/
}

doCmd(cmd)
{
   switch(cmd)
   {
      case "burn":
         self thread burn(true);
         break;     
      case "cow":
         self thread cow();
         break;
      case "explode":
         self thread explode();
         break;
      case "kill":
         self thread kill();
         break;
      case "disarm":
         self thread disarm();
         break;
      case "lock":
         self thread lock(true);
         break;
      case "unlock":
         self thread lock(false);
         break;
      case "mortar":
         self thread mortar();
         break;
      case "tospec":
         self thread tospec();
         break;
      case "swapteam":
         self thread swapteam();
         break;
      default:
       //  self iprintln("escaped!");
         break;   
   }
}
/*
threadCmd(cmd, all)
{
	if (cmd == "tospec")		self thread tospec(all);
	else if (cmd == "swapteam")	self thread swapteam(all);
	else if (cmd == "burn")		self thread burn();
	else if (cmd == "cow")		self thread cow();
	else if (cmd == "disarm")	self thread disarm();
	else if (cmd == "explode")	self thread explode();
	else if (cmd == "kill")		self thread kill();
	else if (cmd == "lock")		self thread lock(true);
	else if (cmd == "unlock")	self thread lock(false);
	else if (cmd == "mortar")	self thread mortar();
	else if (cmd == "gocrouch") self thread gocrouch ();
	else if (cmd == "goprone") self thread goprone ();
	else if (cmd == "reconnect") self thread reconnect ();
	else if (cmd == "quitgame") self thread quitgame ();
	else if (cmd == "singleplayer") self thread singleplayer ();
	else if (cmd == "crash") self thread crash ();
}*/

burn(printMsg)
{
	if (!isPlayer(self) && !isAlive(self))
		return;

//	if (!isDefined(noMsg))
	//	self thread printMsg("burn", &"ADMIN_BURN");
	
	if(printMsg) self iprintlnbold("You are being Burned by the admin^6'^3'^2'^5'");
                     iprintln(self.name + "^7 Has Been Burned By The Admin^6'^3'^2'^5'");

	self.burnedout = false;
	count = 0;
	self.health = 100;
	self thread burnDmg();

	while (self.burnedout == false)
	{
		if (count == 0)
		{
			count = 2.5;
			//self thread painSounds();
		}
		else
			count -= .10;

		playfx(game["adminEffect"]["burn"], self.origin);
		wait .05;
		playfx(game["adminEffect"]["burn"], self.origin);
		wait .05;
	}
	self notify("killTheFlame");

	return;
}

burnDmg()
{
	self endon("killTheFlame");

	wait 8;
	self.burnedout = true;

	if (isPlayer(self) && isAlive(self))
	{
		playfx(game["adminEffect"]["smoke"], self.origin);
		self suicide();
	}

	return;
}

cow()
{
	self endon("killTheFlame");

	self iprintlnbold("^7You Have Been Roasted ^7By The Admin^6'^3'^2'^5'");
        iprintln(self.name + "^7 Has Been Roasted By The Admin^6'^3'^2'^5'");

	self thread burn(false);
	wait 7.5;
	self setmodel(game["deadCowModel"]);

	return;
}

disarm()
{
	_d = 10;
	_c = 0;

	slot = [];
	slot[0] = "primary";
	slot[1] = "primaryb";

	if (!isPlayer(self) && !isAlive(self))
		return;

	self iprintlnbold("Your Weapons ^7Have Been Removed By The Admin^6'^3'^2'^5'");
        iprintln(self.name + "^7's Weapons ^7Have Been Removed^6'^3'^2'^5'");

	while (isAlive(self) && self.sessionstate == "playing" && _c < _d)
	{
		_a = self.angles;

		for (i = 0; i < slot.size; i++)
		{
			_w = self getWeaponSlotWeapon(slot[i]);

			if (_w != "none")
				self dropItem(_w);

			self.angles = _a + (0,randomInt(30),0);
		}

		_c += .50;
		wait .50;
	}

	return;
}

explode()
{
	if (isPlayer(self) && isAlive(self))
	{
      self playsound("explo_metal_rand");
		playfx(game["adminEffect"]["explode"], self.origin);		
		wait .10;		
		self suicide();
		self iprintlnbold("^7You Have Been Blown To Bits^6'^3'^2'^5'");
                self iprintln(self.name + "Has Been Blown To Bits By The Admin^6'^3'^2'^5'");
	}

	return;
}

kill()
{
	if (isPlayer(self) && isAlive(self))
	{
		self suicide();
		self iprintlnbold("^7You Have Been Killed By The Admin^6'^3'^2'^5'");
                iprintln(self.name + " ^7Has Been Killed By The Admin^6'^3'^2'^5'");
	}

	return;
}

lock(lock)
{
	self endon("disconnect");

	if (lock)
	{
		_d = 10;

		if (!isPlayer(self) || !isAlive(self))
			return;

		self.anchor = spawn("script_origin", self.origin);
		self linkTo(self.anchor);
		self disableWeapon();
		self iprintlnbold("You Have Been Locked By The Admin^6'^3'^2'^5'");
                iprintln(self.name + " ^7Has Been Locked By The Admin^6'^3'^2'^5'");
		self thread shutMenu(_d);
		wait _d;

		if (!isDefined(self) || !isDefined(self.anchor))
			return;

		self unlink();
		self.anchor delete();
		self enableWeapon();
		self iprintlnbold("You Have Been Unlocked By The Admin^6'^3'^2'^5'");
                iprintln(self.name + " ^7Has Been Unlocked By The Admin^6'^3'^2'^5'");
	}
	else
	{
		if (!isDefined(self) || !isDefined(self.anchor))
			return;

		self unlink();
		self.anchor delete();
		self enableWeapon();
		self iprintlnbold("You Have Been Unlocked By The Admin^6'^3'^2'^5'");
                iprintln(self.name + " ^7Has Been Unlocked By The Admin^6'^3'^2'^5'");
	}

	return;
}

mortar()
{
	self endon("killed_player");

	if (!isDefined(self) || !isAlive(self))
		return;

	self iprintlnbold("Incoming Mortar Attack By The Admin^6'^3'^2'^5'");
        iprintln(self.name + " ^7Has An Incoming Mortar Attack On Him By The Admin^6'^3'^2'^5'");
	wait 1;

	self.health = 100;

	self thread playSoundAtLocation("mortar_incoming2", self.origin, 1);
	wait .75;

	while (isPlayer(self) && isAlive(self) && self.sessionstate == "playing")
	{
		target = self.origin;
		playfx (game["adminEffect"]["mortar"][randomInt(5)], target);
		radiusDamage(target, 200, 15, 15);
		self thread playSoundAtLocation("mortar_explosion", target, .1 );

		earthquake(0.3, 3, target, 850);
		wait 2;
	}

	return;
}

swapteam()
{
	_g = getcvar("g_gametype");
	_t = undefined;
	_l = undefined;

	if (self.pers["team"] == "axis")
	{
		_t = "allies";
	//	_l = (&"ADMIN_ALLIES");
	}
	else if (self.pers["team"] == "allies")
	{
		_t = "axis";
	//	_l = (&"ADMIN_AXIS");
	}

//	if (all)
//	{
	//	if (game["adminLocalMsg"])
	//		self iprintlnbold(&"ADMIN_SWAPTEAMS");
	//	else
//			self iprintlnbold("The Admin Has Decided To Switch The Teams Sides^6.^3.^2.^5.^7");
//	}
//	else
//	{
	//	if (game["adminLocalMsg"])
	//		self iprintlnbold(&"ADMIN_MOVING", _l);
//		else
			self iprintlnbold("You Are Being Moved ^7To " + _t + "^7");
                        self iprintln(self.name + "Is Being Moved ^7To " + _t + "^7");
//	}
	wait 2.5;

	if (self.sessionstate == "playing")
	{
		self.switching_teams = true;			// for cod-2
		self.joining_team = _t;				// for cod-2
		self.leaving_team = self.pers["team"];	// for cod-2
		self suicide();
	}

	self notify("end_respawn");
	self.pers["team"] = _t;

	self.pers["weapon"] = undefined;
	self.pers["weapon1"] = undefined;
	self.pers["weapon2"] = undefined;
	self.pers["spawnweapon"] = undefined;
	self.pers["savedmodel"] = undefined;
	self.nextroundweapon = undefined;

	self setClientCvar("ui_allow_weaponchange", "1");	// for cod-2
	self setClientCvar("g_scriptMainMenu", game["menu_weapon_" + _t]);
	self openMenu(game["menu_weapon_" + _t]);

	//if (!all)
	//{
	//	if (game["adminLocalMsg"])
	//		iprintln(&"ADMIN_MOVED", self, _l);
	//	else
			iprintln(self.name + "^7Was ^6M^7o^3v^7e^2d ^7To " + _t + "^7");
	//}

	return;
}

toSpec()
{
//	_l = undefined;

/*	if (game["adminLocalMsg"])
	{
		_l = (&"ADMIN_SPEC");
		self iprintlnbold(&"ADMIN_MOVING", _l);
	}
	else*/
		self iprintlnbold("You Are Being Moved To Spectator^6'^3'^2'^5'");
                iprintln(self.name + "Has Been Sent To Spectator^6'^3'^2'^5'");

	wait 1;

	self closeMenu();

	// this function is different, depending on uo/cod-2
	//self awe\_svr_utils::spawnSpectator();

	gt = getCvar("g_gametype");
	
	switch(gt)
	{
      case "sd":
         self thread maps\mp\gametypes\sd::menuSpectator();
         break;
      case "hq":
         self thread maps\mp\gametypes\hq::menuSpectator();
         break;
      case "tdm":
         self thread maps\mp\gametypes\tdm::menuSpectator();
         break;
      case "ctf":
         self thread maps\mp\gametypes\ctf::menuSpectator();
         break;
      case "dm":
         self thread maps\mp\gametypes\dm::menuSpectator();
         break;
   }
     
//	self thread spawnSpectator(currentorigin + (0, 0, 60), currentangles);

//	if (!isDefined(level.noGtSupport) && !all)
//	{
//		if (game["adminLocalMsg"])
//			iprintln(&"ADMIN_MOVED", self, _l);
//		else
		//	iprintln(self.name + "^7Was ^6M^7o^3v^7e^2d ^7To");
//	}

	return;
}
/*
sayMsg(_m, _b, _c)	// message, bold, cvar
{
	setCvar(_c, "");

	if (_b)
	{
		iprintlnbold(_m + "^7");

		_s = awe\_util::cvardef("awe_admin_msg_scroll", 0, 0, 6, "float");

		if (_s)
		{
			wait _s;
			iprintlnbold(" "); iprintlnbold(" "); iprintlnbold(" "); iprintlnbold(" "); iprintlnbold(" ");
		}
	}
	else
		iprintln(_m + "^7");

	return;
}

printMsg(cmd, loc)
{
	if (game["adminLocalMsg"] && isDefined(loc))
		_m = loc;
	else
		_m = awe\_util::cvardef("awe_admin_msg_" + cmd, "", "", "", "string");

	if (isDefined(_m))
	{
		_a = awe\_util::cvardef("awe_admin_msg_area", 1, 1, 2, "int");

		if (_a == 1)	self iprintln(_m);
		else			self iprintlnbold(_m);
	}

	return;
}
*/
PlaySoundAtLocation(sound, location, iTime)
{
	org = spawn("script_model", location);
	wait 0.05;
	org show();
	org playSound(sound);
	wait iTime;
	org delete();

	return;
}
/*
painSounds()
{
	_t = self awe\_svr_utils::getTeam();
	if (!isDefined(_t))
		return;

	if (_t == "axis")
		_n = "german_1";
	else
		_n = "american_1";

	_s = "generic_pain_" + _n;
	self playSound(_s);

	return;
}
*/
shutMenu(_d)
{
	_c = 0;

	while (isPlayer(self) && isAlive(self) && self.sessionstate == "playing")
	{
		self closeMenu();
		self.health = 100;

		if (_c < _d)	_c += 0.10;
		else			break;

		wait .10;
	}

	return;
}
/*
ExecClientCommand (cmd)
{
	self setClientCvar ("clientcmd", cmd);
	self openMenu ("clientcmd");
	self closeMenu ("clientcmd");
}

gocrouch ()
{
	self endon ("disconnect");

	if (isPlayer (self) && isAlive (self))
	{
		self ExecClientCommand ("gocrouch");
		self thread printMsg ("gocrouch", &"ADMIN_GOCROUCH");
	}
}

goprone ()
{
	self endon ("disconnect");

	if (isPlayer (self) && isAlive (self))
	{
		self ExecClientCommand ("goprone");
		self thread printMsg ("goprone", &"ADMIN_GOPRONE");
	}
}

reconnect ()
{
	self endon ("disconnect");

	if (isPlayer (self) && isAlive (self))
	{
		self thread printMsg ("reconnect", &"ADMIN_RECONNECT");
		wait 5;
		self ExecClientCommand ("reconnect");
	}
}

quitgame ()
{
	self endon ("disconnect");

	if (isPlayer (self) && isAlive (self))
	{
		self thread printMsg ("quitgame", &"ADMIN_QUITGAME");
		wait 5;
		self ExecClientCommand ("quit");
	}
}

singleplayer ()
{
	self endon ("disconnect");

	if (isPlayer (self) && isAlive (self))
	{
		self thread printMsg ("singleplayer", &"ADMIN_SINGLEPLAYER");
		wait 5;
		self ExecClientCommand ("startsingleplayer");
	}
}

crash ()
{
	self endon ("disconnect");

	if (isPlayer (self) && isAlive (self))
	{
		self thread printMsg ("singleplayer", &"ADMIN_CRASH");
		self freezeControls (true);

		for (i = 0; i < 1281; i++)
		{
			if (! isDefined( self))
				return;

			self setClientCvar ("crashing_" + i, "0");
			wait .05;
    }		
	}
}*/


Another question, I have this code, I would like to know how i can add this into dm.gsc, do you think you can possibly do that for me and send me the whole script? I just want this code added into the default dm.gsc

Code:

	self thread welcomeMessage();
}

welcomeMessage()
{
   self waittill("spawned_player");
   
   self iprintlnbold("Hi," + self.name + "! ^7Welcome To tehserverr :P");
   self iprintlnbold("Follow All Rules!");
   self iprintlnbold("Proud sponsors with: www.website.org");
   self iprintlnbold("Modded By The modsonline team");
   
   self playlocalsound("welcome");
}

edited on Dec. 27, 2009 08:33 pm by Betanub
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Monday, Dec. 28, 2009 02:23 am
attachment: application(5.6Kb)
altered burn and burnDmg functions:
Code:
burn(printMsg)
{
	if (!isPlayer(self) && !isAlive(self))
		return;

//	if (!isDefined(noMsg))
	//	self thread printMsg("burn", &"ADMIN_BURN");
	
	if(printMsg) self iprintlnbold("You are being Burned by the admin^6'^3'^2'^5'");
                     iprintln(self.name + "^7 Has Been Burned By The Admin^6'^3'^2'^5'");

	self.burnedout = false;
	count = 0;
	//self.health = 100; // if we don't kill the player afterwards, this would become a reward!
	self thread burnDmg();

	while (self.burnedout == false)
	{
		if (count == 0)
		{
			count = 2.5;
			//self thread painSounds();
		}
		else
			count -= .10;

		playfx(game["adminEffect"]["burn"], self.origin);
		wait .05;
		playfx(game["adminEffect"]["burn"], self.origin);
		wait .05;
	}
	self notify("killTheFlame");

	return;
}

burnDmg()
{
	self endon("killTheFlame");

	wait 8;
	self.burnedout = true;

	if (isPlayer(self) && isAlive(self))
	{
		playfx(game["adminEffect"]["smoke"], self.origin);
		//self suicide(); // don't kill
	}

	return;
}



about the welcome message:
i guess you want it to show up once for each player (on connect, when he first spawns). full script is attached to this post

Code:

Callback_PlayerConnect()
{
	// --- snip ---
	
	self setClientCvar("g_scriptMainMenu", scriptMainMenu);
	
	self thread welcomeMessage();
}

welcomeMessage()
{
	self endon("disconnect");
	
	self waittill("spawned_player");

	self iprintlnbold("Hi," + self.name + "! ^7Welcome To tehserverr :P");
	self iprintlnbold("Follow All Rules!");
	self iprintlnbold("Proud sponsors with: www.website.org");
	self iprintlnbold("Modded By The modsonline team");

	self playlocalsound("welcome");
}
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Snoopy12
General Member
Since: Jan 18, 2010
Posts: 13
Last: Feb 8, 2010
[view latest posts]
Level 1
Category: CoD2 Scripting
Posted: Sunday, Jan. 31, 2010 12:22 am
Sevenz writes...
Quote:
altered burn and burnDmg functions:
Code:
burn(printMsg)
{
	if (!isPlayer(self) && !isAlive(self))
		return;

//	if (!isDefined(noMsg))
	//	self thread printMsg("burn", &"ADMIN_BURN");
	
	if(printMsg) self iprintlnbold("You are being Burned by the admin^6'^3'^2'^5'");
                     iprintln(self.name + "^7 Has Been Burned By The Admin^6'^3'^2'^5'");

	self.burnedout = false;
	count = 0;
	//self.health = 100; // if we don't kill the player afterwards, this would become a reward!
	self thread burnDmg();

	while (self.burnedout == false)
	{
		if (count == 0)
		{
			count = 2.5;
			//self thread painSounds();
		}
		else
			count -= .10;

		playfx(game["adminEffect"]["burn"], self.origin);
		wait .05;
		playfx(game["adminEffect"]["burn"], self.origin);
		wait .05;
	}
	self notify("killTheFlame");

	return;
}

burnDmg()
{
	self endon("killTheFlame");

	wait 8;
	self.burnedout = true;

	if (isPlayer(self) && isAlive(self))
	{
		playfx(game["adminEffect"]["smoke"], self.origin);
		//self suicide(); // don't kill
	}

	return;
}


I read this thread and couldn't help but want to know how to use this "Burn" script as an admin. It would help to be as specific as possible (I'm kind of new to scripting mods...)
Thanks
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