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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: Shellshock
Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Saturday, Sep. 15, 2012 06:43 pm
maxxis95 writes...
Quote:
Code:
if(time && level.rdyup)
		self shellshock("default", time);


doesn't work. tried !level.rdyup aswell


What doesn't work where? Where is that code? It is not in readyup.gsc nor in strat.gsc. Did you add it? If so, make sure in future you state it is custom made, so people don't waste their time trying to find it in stock PAM files.
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maxxis95
General Member
Since: Aug 28, 2012
Posts: 55
Last: Sep 17, 2012
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Sep. 15, 2012 07:24 pm
o.O? iznogod told me to change this line in shellshock.gsc and i did it and it is not working so i wrote it is not working.
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maxxis95
General Member
Since: Aug 28, 2012
Posts: 55
Last: Sep 17, 2012
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Sep. 15, 2012 07:26 pm
also i havent seen your comment about scr_allow_shellshock.

i put

Code:
setcvar("scr_allow_shellshock", 0);


in strat.gsc - startgametype

and it isnt working
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maxxis95
General Member
Since: Aug 28, 2012
Posts: 55
Last: Sep 17, 2012
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 08:51 am
bump
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 09:09 am
Ok, I wanted to see why shellshock doesn't work in Strat gametype for me, but does for you, so I downloaded PAM again from the link you provided. I discovered that in the version of PAM I have, the line of code leading to the shellshock GSC file has been properly corrected to go to the PAM folder, whereas in yours it goes to the stock shellshock file in maps\mp\gametypes.

I'll give you an example of what I mean: in your version of PAM, it has this:

Code:
				// Shellshock/Rumble
				self thread maps\mp\gametypes\_shellshock::shellshockOnDamage(sMeansOfDeath, iDamage);
				self playrumble("damage_heavy");


Whereas, in mine, the line has been properly edited to reflect that shellshock is handled in the PAM folder:

Code:
				// Shellshock/Rumble
				self thread maps\pam\shellshock::shellshockOnDamage(sMeansOfDeath, iDamage);
				self playrumble("damage_heavy");


The difference is, that in your version it leads to the stock shellshock file, whereas you want it to go to the one in the PAM folder, because that is where the code to stop shellshock if the dvar for it is off.

So, that's all you have to do - fine all the lines of code in your Strat gametype file that lead to maps\mp\gametypes\_shellshock.gsc and change it to the PAM one:

Code:
maps\pam\shellshock


That will fix it, I guarantee it.
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maxxis95
General Member
Since: Aug 28, 2012
Posts: 55
Last: Sep 17, 2012
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 10:35 am
It works, thanks! But there's other problem I have now (If You would like to help me). I want to turn on a healthbar on and it is supposed to be turned on with

Code:
setcvar("scr_show_healthbar", 1);


but it doesnt work.
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 10:40 am
maxxis95 writes...
Quote:
It works, thanks! But there's other problem I have now (If You would like to help me). I want to turn on a healthbar on and it is supposed to be turned on with

Code:
setcvar("scr_show_healthbar", 1);


but it doesnt work.


COD2 has a healthbar built into it. Infinity Ward ditched it at the last moment, and went with the regeneration system instead. But the healthbar itself is still there because they left all the assets still in the game (same with COD4).

All you need to do is set these 2 dvars on a player on spawn:

Code:
	self setClientCvar( "cg_drawhealth", "1" );
	self setClientCvar( "hud_fade_healthbar", "0" );


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maxxis95
General Member
Since: Aug 28, 2012
Posts: 55
Last: Sep 17, 2012
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 11:31 am
yes but heres a problem -

and pam's healthbar has this problem fixed.
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 11:46 am
just find where the game is loading up the healthbar from, and change the co-ords of it, or change the size of it.

Thanks, Ukdjaj[thumbs_up]
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maxxis95
General Member
Since: Aug 28, 2012
Posts: 55
Last: Sep 17, 2012
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Sunday, Sep. 16, 2012 11:51 am
in startgametype.gsc :X
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