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I'm waiting for them to post something that will help me, there pro. :P
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2009 Dec 1 at 23:44 UTC
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I haven't played the jailbreak mod but if weapons disappear when you drop them, it's almost certainly a server-side setting or a mod setting. If you can, try your map on another jailbreak server to see if the weapons still disappear.
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 2 at 16:43 UTC
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Sushi said: I'm waiting for them to post something that will help me, there pro. :P
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2009 Dec 2 at 20:04 UTC
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Sloth said: Sushi said: I'm waiting for them to post something that will help me, there pro. :P
Well, they have helped me more than you.
You can be pro, too. :D
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2009 Dec 3 at 01:33 UTC
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Mate de Vita said: I haven't played the jailbreak mod but if weapons disappear when you drop them, it's almost certainly a server-side setting or a mod setting. If you can, try your map on another jailbreak server to see if the weapons still disappear.
They have members that made maps for them. And there map doesn't do that.
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2009 Dec 3 at 01:34 UTC
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Sushi said: Mate de Vita said: I haven't played the jailbreak mod but if weapons disappear when you drop them, it's almost certainly a server-side setting or a mod setting. If you can, try your map on another jailbreak server to see if the weapons still disappear.
They have members that made maps for them. And there map doesn't do that.
Hmmm... I see. So, in your map, do the weapons disappear regardless of where in the map you drop them, or does it happen just in certain areas of the map?
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 3 at 13:51 UTC
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Well, anywhere in the map. If you drop a gun. It floats. Then it goes in the ground and you can't pick it up anymore because its in the ground. And when I set like the t's to only get knife. Won't work for me.
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2009 Dec 3 at 15:59 UTC
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Is the rmf you uploaded on the previous page the most recent one or have you made any changes after that? If you've changed it, please upload the new one.
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 3 at 20:05 UTC
— Ed. 2009 Dec 3 at 20:05 UTC
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Its could be that you have way to my entities on your map and that would explain why your gun disappears and some of your entities The engine for cs 1.6 is not that powerful to handle so many entities.
and thats why its different for each server the more powerful the server the more entities will show up thats why its different for each server.
Try removing some entities from your map to see if that helps
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2009 Dec 3 at 20:24 UTC
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My friend told me I have too many entites. Probably that's the problem. Mate de vita, here is the new rmf.
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2009 Dec 4 at 00:00 UTC
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Ah yes, that many entities may cause problems. You'll have to remove some (btw you only need 1 light_environment in your map).
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 4 at 12:01 UTC
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Oh... Just 1 light_environment? Anywhere in the map?
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2009 Dec 5 at 00:30 UTC
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Mate de Vita said: Ah yes, that many entities may cause problems. You'll have to remove some (btw you only need 1 light_environment in your map).
But, I still need to make it so T's only get knife. And when they have a gun and survive a gun. They can't get a gun. They must start with a knife EVERY round.
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2009 Dec 5 at 00:36 UTC
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You need a player_weaponstrip to get activated followed by a game_player_equip.
Good luck, it's dicey... it still doesn't work alllll the time in *sk337.
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2009 Dec 5 at 01:14 UTC
— Ed. 2009 Dec 5 at 01:14 UTC
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superjer said: You need a player_weaponstrip to get activated followed by a game_player_equip.
Good luck, it's dicey... it still doesn't work alllll the time in *sk337.
I put player_weaponstirp under all the spawn?
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2009 Dec 5 at 01:32 UTC
— Ed. 2009 Dec 5 at 18:34 UTC
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superjer said: You need a player_weaponstrip to get activated followed by a game_player_equip.
Good luck, it's dicey... it still doesn't work alllll the time in *sk337.
Guess where I learned it from.
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2009 Dec 5 at 06:12 UTC
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Sushi said: superjer said: You need a player_weaponstrip to get activated followed by a game_player_equip.
Good luck, it's dicey... it still doesn't work alllll the time in *sk337.
I put player_weaponstirp under all the spawn?
Do I put it under the spawn?
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2009 Dec 5 at 18:34 UTC
— Ed. 2009 Dec 5 at 18:38 UTC
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Make a trigger_multiple under the spawn, make it target a multi_manager, which in turn targets a player_weaponstrip with the value 0 and a game_player_equip with a value of 1.
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 5 at 19:05 UTC
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Mate de Vita said: Make a trigger_multiple under the spawn, make it target a multi_manager, which in turn targets a player_weaponstrip with the value 0 and a game_player_equip with a value of 1.
A bit confuse. But I will try.
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2009 Dec 5 at 19:08 UTC
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Mate de Vita said: which in turn targets a player_weaponstrip with the value 0 and a game_player_equip with a value of 1.
I kind of didn't get this part.
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2009 Dec 5 at 19:11 UTC
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In the multi_manager's properties do the following:
disable smartedit
press add
write the name of the player_weaponstrip under key and 0 under value
press ok
press add again
write the name of the game_player_equip under key and 1 under value
press ok
??? (optional)
profit (optional).
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 5 at 19:24 UTC
— Ed. 2009 Dec 5 at 19:24 UTC
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This is what I did, hope it's right. I put trigger_multiple under the spawns using an "AAtrigger" texture. Then I made a multi_manager and named it knife1. Then I typed in the trigger_multiple for the "Target" "knife1". Next, I created a game_player_equip and named it, "knife1" also. Finally, I set the game player equip to "Give knife" to yes.
Am I right?
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2009 Dec 5 at 19:25 UTC
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Mate de Vita said: In the multi_manager's properties do the following:
disable smartedit
press add
write the name of the player_weaponstrip under key and 0 under value
press ok
press add again
write the name of the game_player_equip under key and 1 under value
press ok
??? (optional)
profit (optional).
And did that.
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2009 Dec 5 at 19:27 UTC
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Sushi said: This is what I did, hope it's right. I put trigger_multiple under the spawns using an "AAtrigger" texture. Then I made a multi_manager and named it knife1. Then I typed in the trigger_multiple for the "Target" "knife1". Next, I created a game_player_equip and named it, "knife1" also. Finally, I set the game player equip to "Give knife" to yes.
Am I right?
No. That would trigger the multi_manager and game_player_equip at the same time. Do it like this:
1) trigger_multiple under the spawn. Target "multi1".
2) multi_manager anywhere inside the map. Name "multi1". Disable smartedit and add:
- key: "strip1", value: 0
- key: "equip1", value: 1
3) player_weaponstrip anywhere inside the map. Name "strip1".
4) game_player_equip anywhere inside the map. Name "equip1" and give knife Yes.
Do this for each of the T spawns (and put the trigger_multiples high enough so that players won't be able to walk/jump into them), but change the numbers in the names of the entities ("multi2", "multi3", etc.)
...and that's the bottom line because Mate de Vita said so.
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2009 Dec 5 at 21:39 UTC
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Or you could jus' throw confetti at them to disorient them and then throw the gun at them, that works better.
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2009 Dec 5 at 21:41 UTC
— Ed. 2009 Dec 5 at 21:42 UTC
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