[cod] FW: 1.3 Mod question (driving me nuts)

Bryan Kuhn bryan at infinityward.com
Fri Apr 2 17:14:09 EST 2004


"try doing a print to see if the means of death is in
fact the MOD_GRENADE_SPLASH so that he can see if the shellshock script
command is broken or if it's his script."

Friday, April 2, 2004, 12:42:08 PM, you wrote:
> 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>






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