FW: 1.3 Mod question (driving me nuts)

[TRT]TazAnimal!{*} tazanimal at rifleteam.com
Fri Apr 2 15:42:08 EST 2004


So... no one here has any thoughts on this?

:-(

[TRT]TazAnimal{*}
Brett Stinson
TazAnimal at rifleteam.com <mailto:TazAnimal at rifleteam.com>


-----Original Message-----
From: [TRT]TazAnimal!{*} [mailto:tazanimal at rifleteam.com]
Sent: Monday, March 29, 2004 3:47 PM
To: cod at icculus.org
Subject: 1.3 Mod question (driving me nuts)


All:
  OK.  Ever since 1.3 came out I have been trying like crazy to fix my
rifles only mod that worked in 1.1 and 1.2.
I had to make changes in it to get it to work at all in 1.3 (to be
expected).
However, there are a couple of things that still do not work.

1)  I had used some of "tiny's" shell shock code and created shell shock
grenades,
here is an example:

In the "Callback_playerDamage" routine....

	if ( isalive(self) )
	{
		if ( sMeansOfDeath == "MOD_GRENADE_SPLASH" )
			self shellshock("default", "5");
	}

This worked like a charm in 1.2, it no longer does anything in 1.3.

2)  I had modified the weapons files for the static MP42's so that they
would be
disabled.
They are still disabled in all the old maps, but they are not in the two new
maps.
Since it is the weapon files, I can't figure out what it is about the new
maps that won't
allow them to be disabled.

If anyone has any insight on either issue, I would appreciate any help I can
get. :-)

[TRT]TazAnimal{*}
Brett Stinson
TazAnimal at rifleteam.com <mailto:TazAnimal at rifleteam.com>





More information about the Cod mailing list