Wudan Posted December 3, 2002 Posted December 3, 2002 The Carriage Return isn't just for when you send your carriage away and you want it to come back. When humans are involved, abuse is inherently inevitable - regardless, give me gameplay where I won't be bored enough to seek after means to abuse. Give me victories that are hard-fought and losses that demand retribution. I. Am. A. Gamer.
zERoCooL2479 Posted December 5, 2002 Posted December 5, 2002 Hey BOFH... I was wondering how you got the coords of each client on the server. Here is the command I made, It looks correct but Im not sure why it doesnt work when I try to type it in the setviewpos command. void Cmd_Locate_f (gentity_t *ent) { vec3_t coord; if ( trap_Argc() != 2 ) { trap_SendServerCommand( ent-g_entities, va("print \"usage: amorigin <player identifier>\n\"")); return; } VectorCopy(ent->client->ps.origin, coord); Com_Printf("%s ^7: (X = %i, Y = %i, Z = %i)\n",ent->client->pers.netname,(int)coord[0],(int)coord[1],(int)coord[2]); } If you could give me any pointers on this or any of the way to create the teleporting process it would help a great deal. Thanks and good job on 1.0c
razorace Posted December 6, 2002 Posted December 6, 2002 Originally posted by wudan When humans are involved, abuse is inherently inevitable - regardless, give me gameplay where I won't be bored enough to seek after means to abuse. Give me victories that are hard-fought and losses that demand retribution. I. Am. A. Gamer. Very good point Wudan. zERoCooL2479, what happens when you enter in the code, as is, into the setviewpos?
zERoCooL2479 Posted December 6, 2002 Posted December 6, 2002 What I did was I made a new command called amteleport and it uses the setviewpos code (i.e. teleport) The code listed above was to get the users (any user) on the servers' location: x y z. However, when I use those 3 numbers for the teleport command...they do not go where they were intended For ex: amteleport zERoCooL 60 60 60 40 it should teleport the user zERoCooL to x = 60, y = 60, z = 60, yaw = 40 However, it doesnt appear to work like that. The way I got it to teleport different users works fine, but it is the location coords that is messed up. I tried just using viewpos to get coords and that doesnt seem to be the right (x, y, z angle) either...
razorace Posted December 7, 2002 Posted December 7, 2002 What kind of output are you getting from your varible testing?
Wudan Posted December 7, 2002 Posted December 7, 2002 Originally posted by razorace What kind of output are you getting from your varible testing? Ah, a coder after my own heart == The proof is in the testing.
razorace Posted December 7, 2002 Posted December 7, 2002 Yeah, well,how else are you suppose to figure out what's wrong? You GOTTA get that sort of data.
Wudan Posted December 9, 2002 Posted December 9, 2002 More scholarly programmers would say that anything worth doing is worth doing right the first time. It's just a different methodology. There's nothing wrong with the 'auto-mechanic' programmer - he's more like an artist, which is favorable in video-games. He's tweakin' it 'right! Frankly, I see in BOFH a little of both, which is a pleasant surprise. Apparently, OmniMod is a big hit, as everybody plays it or JediPlus these days. Neato!
razorace Posted December 10, 2002 Posted December 10, 2002 Errr...I'm all for getting it right the first time, but we ALL make mistakes. As for programming style, I do prefer to get thing running and then hunt down bugs. The hard part is getting it to a runnable state.
Wudan Posted December 10, 2002 Posted December 10, 2002 Yeah, that feeling when you first implement something, and it works ... well, it's just marvelous.
razorace Posted December 10, 2002 Posted December 10, 2002 Yep, and it's a lot easier to modify after that point too.
Wudan Posted December 10, 2002 Posted December 10, 2002 Yeah, like when you put something new in, then you can plug in 8 variations of the same thing. Like emotes in OmniMod, there's ... how many?
zERoCooL2479 Posted December 11, 2002 Posted December 11, 2002 A little tangent off the help, hehe...but anyways, The teleport thing still confuses the hell out of me. It doesnt seem to be entering in the right coords for travel. Any ideas?
zERoCooL2479 Posted December 11, 2002 Posted December 11, 2002 I figured out what was wrong, but dont know how to implement it.. Here's what I came up with the Teleport command has 3 parameters, ent, origin, angles. so when I enter in setviewpos 250 250 250 40: this sends me to a location of 250 250 250 40 on the map right? What I like is the ability to teleport any client. So lets say I have a new command amtele, like BOFH's JediPlus. amtele zerocool 250 250 250 40 that would most likely be the command, however, the parameters need to be altered to make that happen. Is there any ideas on how this can be done, its really driving me insane, hehe...
razorace Posted December 11, 2002 Posted December 11, 2002 OOOOOOhhhh. You need to figure out the what amtele's arguements are. It's probably x, y, z coordinates and a yaw. You need to check the code and figure it out.
Wudan Posted December 12, 2002 Posted December 12, 2002 Start a new thread about it ... like I'm one to talk. You'll get more responses that way.
DeadlyBOFH Posted December 13, 2002 Author Posted December 13, 2002 Im Making a new admin mod based on OmniMOD's admin system.. I need a name for it.. Its server-side only and its intent is to replace vulcanus.. Please give ideas.
razorace Posted December 13, 2002 Posted December 13, 2002 Is vulcanus no longer updated? You could just join their staff....
zERoCooL2479 Posted December 15, 2002 Posted December 15, 2002 My mod is coming out by the end of this month and its called The Jedi Academy Mod. Built using the vulcanus core :-) Its a kick ass mod (serverside only) and oh, BOFH, dont forget to fix the exploits Good luck! ~Master cHoSeN oNe Jedi Academy Trainer http://academy.jediknightii.net
NITEMARE Posted December 16, 2002 Posted December 16, 2002 so the biatch of a b@stard finaly released the code? or did u have to suck on his german weisswurst to get it? stupid moronic dutchman...
zERoCooL2479 Posted December 16, 2002 Posted December 16, 2002 Well, I didnt have to do either...He wanted to go further with the mod, but never had the time...I offered to help, he released the code to me and here we are Sorry...no public release of the source, that was one of my promises. The countdown to release has begun. 15 more days
NITEMARE Posted December 18, 2002 Posted December 18, 2002 heh vulc-anus is useless anyway. omnimod has better admin features...
zERoCooL2479 Posted December 18, 2002 Posted December 18, 2002 Vulcanus = old. I added a **** load of features to my mod and it definitly rocks
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