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Re: Low Health [message #316549 is a reply to message #315873] Mon, 11 February 2008 10:52 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
One time I was on this server that when you died, you got a PM from BrenBot saying that "You are dead" and I am like really?

No shit. Huh


The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: Low Health [message #316550 is a reply to message #316549] Mon, 11 February 2008 10:53 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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Commander
The Elite Officer wrote on Mon, 11 February 2008 11:52

One time I was on this server that when you died, you got a PM from BrenBot saying that "You are dead" and I am like really?

No shit. Huh


Like really? Like OMG, you are so lame!

Seriously?


Imperial Class Super Star Destroyer
http://l.yimg.com/us.yimg.com/i/us/wrlds/strwrs/gr/hdrs/super-star-destroyer-1.jpg

Quote:

"Fear will keep these systems inline, fear of this battle station!"

-Grand Admiral Moff Tarkin



Re: Low Health [message #316579 is a reply to message #315780] Mon, 11 February 2008 13:42 Go to previous messageGo to next message
EA-DamageEverything
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Commander
The Health Level Warning-Sound is the following= 00-n112e.wav -to be found inside the always.dat. This is used for the DeHealthCrate.

And another funny thing is changing the Sound for the TiberiumCrate (don't knwo the exact String). instead of the Sound which is used if the player turns into a Visceroid, use l06b_17_npa01.wav Big Grin -this is the Warning from SP mode Mission 6 when the Laboratory explodes.

EDIT:
If you wanna hear something else if you die ingame, extract the following Sounds and rename them to dying1.wav=
m00vnsc_kill0051i1gbmg_snd.wav or
m00gbmg_dfax0003i1gbmg_snd.wav or
m00gbmg_tfea0002i1gbmg_snd.wav

[Updated on: Mon, 11 February 2008 13:48]

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Re: Low Health [message #316585 is a reply to message #315780] Mon, 11 February 2008 14:30 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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Sort of related, anyone intend to fix the serverside functionality that made EVA/CABAL say "GDI Weapons Factory destruction imminent"?


Renguard is a wonderful initiative
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Re: Low Health [message #316622 is a reply to message #315780] Mon, 11 February 2008 19:42 Go to previous messageGo to next message
EA-DamageEverything
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Commander
See my post below.

[Updated on: Wed, 02 April 2008 05:50]

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Re: Low Health [message #318127 is a reply to message #315780] Wed, 20 February 2008 07:17 Go to previous messageGo to next message
EA-DamageEverything
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Commander
*bump*

If anyone is interested to write down a decent Code with an explanation where to put that into the SSGM-Sourcecode, here are the Sounds.

All spoken by the GDI-EVA. There are three Values beside the "HealthLevel Critical"-Warning and its all about Health (NOT Armor). I don't know what EVA says exactly in the english Renegade so I apolgize for the raw translation of the Text=

m00evag_dsgn0066i1evag_snd.wav "Health level at 75%"
m00evag_dsgn0067i1evag_snd.wav "Health level at 50%"
m00evag_dsgn0068i1evag_snd.wav "Health level at 25%"

The Sound from the DeHealthCrate is in my first post above and can be used when the player is under ten or five percent Health.
Re: Low Health [message #318177 is a reply to message #315780] Wed, 20 February 2008 13:32 Go to previous messageGo to next message
Genesis2001
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Thanks. I'll re-write it using the ::Damaged event.

~Zack
Re: Low Health [message #324883 is a reply to message #316585] Wed, 02 April 2008 05:53 Go to previous messageGo to next message
EA-DamageEverything
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CarrierII wrote on Mon, 11 February 2008 22:30

Sort of related, anyone intend to fix the serverside functionality that made EVA/CABAL say "GDI Weapons Factory destruction imminent"?

BUMP, yes. All "destruction imminent" Sounds are inside the gmscripts.cpp from the SSGM source. Replace the follwoing part with this expanded one=

void MDB_SSGM_Building::Damaged(GameObject *obj, GameObject *damager, float damage) {
	if ((Commands->Get_ID(damager) != 0 && !Settings->InvinBuild) && (Settings->GameMode == 1 || Settings->GameMode == 5)) {
		if (damage > 0) {
			if (Settings->LogBuildingDamage && ReportDamage) {
				ReportDamage = false;
				FDSMessage(StrFormat("The %s is under attack!",Translate_Preset(obj).c_str()),"_BUILDING");
				Commands->Start_Timer(obj,this,Settings->BuildingDamageInt,1);
			}
			if (!Data->Mod) {
				if (!OkHealth) OkHealth = true;
				if (PlayHealth && (Commands->Get_Health(obj) + Commands->Get_Shield_Strength(obj)) <= ((Commands->Get_Max_Health(obj) + Commands->Get_Max_Shield_Strength(obj)) * 0.2f)) {
					PlayHealth = false;
					char *Announcement = "ERROR";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Advanced_Guard_Tower")) Announcement = "M00BGAT_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Barracks")) Announcement = "M00BGIB_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_War_Factory")) Announcement = "M00BGWF_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Power_Plant")) Announcement = "M00BGPP_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Refinery")) Announcement = "M00BGTR_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Obelisk")) Announcement = "M00BNOL_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Hand_of_Nod")) Announcement = "M00BNHN_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Airstrip")) Announcement = "M00BNAF_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Power_Plant")) Announcement = "M00BNPP_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Refinery")) Announcement = "M00BNTR_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Helipad")) Announcement = "M00BGHP_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Helipad")) Announcement = "M00BNHP_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Com_Center")) Announcement = "M00BGCC_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Com_Center")) Announcement = "M00BNCC_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Repair_Facility")) Announcement = "M00BGRF_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Repair_Facility")) Announcement = "M00BNRF_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Tiberium_Silo")) Announcement = "M00BGTS_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Tiberium_Silo")) Announcement = "M00BNTS_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Repair_Bay")) Announcement = "M00BNRF_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Repair_Pad")) Announcement = "M00BNRF_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Repair_Bay")) Announcement = "M00BGRF_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Repair_Pad")) Announcement = "M00BGRF_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_RepFac")) Announcement = "M00BGRF_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_NOD_RepFac")) Announcement = "M00BNRF_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"MP_GDI_ConstructionYard")) Announcement = "M00BGCY_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"MP_Nod_ConstructionYard")) Announcement = "M00BNCY_HLTH0001I1EVAN_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Con_Yard_GDI")) Announcement = "M00BGCY_HLTH0001I1EVAG_SND.wav";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Con_Yard_Nod")) Announcement = "M00BNCY_HLTH0001I1EVAN_SND.wav";
					if (IsAlive) {
						Commands->Create_2D_Sound(Announcement);
						Commands->Start_Timer(obj,this,30.0f,22);
					}
				}
			}
		}
		if (!Data->Mod) {
			if ((Commands->Get_Health(obj) + Commands->Get_Shield_Strength(obj)) == (Commands->Get_Max_Health(obj) + Commands->Get_Max_Shield_Strength(obj)) && OkHealth) {
				OkHealth = false;
				if (PlayRepair) {
					PlayRepair = false;
					char *Announcement = "ERROR";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Advanced_Guard_Tower")) Announcement = "M00BGAT_DSGN0007I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Barracks")) Announcement = "M00BGIB_DSGN0008I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_War_Factory")) Announcement = "M00BGWF_DSGN0009I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Power_Plant")) Announcement = "M00BGPP_DSGN0009I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Refinery")) Announcement = "M00BGTR_DSGN0009I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Obelisk")) Announcement = "M00BNOL_DSGN0008I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Hand_of_Nod")) Announcement = "M00BNHN_DSGN0016I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Airstrip")) Announcement = "M00BNAF_DSGN0010I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Power_Plant")) Announcement = "M00BNPP_DSGN0010I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Refinery")) Announcement = "M00BNTR_DSGN0010I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Helipad")) Announcement = "M00BGHP_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Helipad")) Announcement = "M00BNHP_DSGN0002I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Com_Center")) Announcement = "M00BGCC_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Com_Center")) Announcement = "M00BNCC_DSGN0010I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Repair_Facility")) Announcement = "M00BGRF_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Repair_Facility")) Announcement = "M00BNRF_DSGN0002I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Tiberium_Silo")) Announcement = "M00BGTS_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Tiberium_Silo")) Announcement = "M00BNTS_DSGN0002I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Repair_Bay")) Announcement = "M00BNRF_DSGN0002I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Repair_Pad")) Announcement = "M00BNRF_DSGN0002I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Repair_Bay")) Announcement = "M00BGRF_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Repair_Pad")) Announcement = "M00BGRF_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_RepFac")) Announcement = "M00BGRF_DSGN0001I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_NOD_RepFac")) Announcement = "M00BNRF_DSGN0002I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"MP_GDI_ConstructionYard")) Announcement = "M00BGCY_DSGN0009I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"MP_Nod_ConstructionYard")) Announcement = "M00BNCY_DSGN0009I1EVAN_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Con_Yard_GDI")) Announcement = "M00BGCY_DSGN0009I1EVAG_SND";
					if (strstr(Commands->Get_Preset_Name(obj),"mp_Con_Yard_Nod")) Announcement = "M00BNCY_DSGN0009I1EVAN_SND";
					if (IsAlive) {
						Create_Sound_Team(Announcement,Commands->Get_Position(obj),obj,Get_Object_Type(obj));
						Commands->Start_Timer(obj,this,30.0f,23);
					}
				}
			}
		}
	}
	if (obj != damager && damage != 0.0f) {
		if (Settings->GameMode == 2 && (Is_SoldierFactory(obj) || Is_Refinery(obj))) {
			Commands->Set_Health(obj,Commands->Get_Max_Health(obj));
		}
		else if ((Settings->GameMode == 3 || Settings->GameMode == 4) && Is_SoldierFactory(obj)) {
			Commands->Set_Health(obj,Commands->Get_Max_Health(obj));
		}

		if (Settings->InvinBuild) {
			Commands->Set_Health(obj,Commands->Get_Max_Health(obj));
		}
	}
}
Re: Low Health [message #324919 is a reply to message #315780] Wed, 02 April 2008 10:13 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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Psshh... I used to do this on my server using LEVELEDIT.
Re: Low Health [message #324977 is a reply to message #324919] Wed, 02 April 2008 16:44 Go to previous messageGo to next message
jnz is currently offline  jnz
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Brandon wrote on Wed, 02 April 2008 18:13

Psshh... I used to do this on my server using LEVELEDIT.


Good for you, want an e-cookie?
Re: Low Health [message #324978 is a reply to message #315780] Wed, 02 April 2008 16:47 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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o I want an e-cookie.

Re: Low Health [message #325025 is a reply to message #324919] Thu, 03 April 2008 05:35 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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Brandon wrote on Wed, 02 April 2008 11:13

Psshh... I used to do this on my server using LEVELEDIT.


How did you do it with level edit?


Imperial Class Super Star Destroyer
http://l.yimg.com/us.yimg.com/i/us/wrlds/strwrs/gr/hdrs/super-star-destroyer-1.jpg

Quote:

"Fear will keep these systems inline, fear of this battle station!"

-Grand Admiral Moff Tarkin



Re: Low Health [message #325049 is a reply to message #315858] Thu, 03 April 2008 10:50 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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Zack wrote on Wed, 06 February 2008 15:52

Angry

One mistake and spammed to death with complaints Sad

I was writing it notepad because I don't have my development environment at school :/

*hopefully fixed* :v If not, someone else can make it while I take the blame for bad scripting. :/

Header File:
class zbl_Health_Level : public ScriptImpClass {
	void Created(GameObject *obj);
	void Timer_Expired(GameObject *obj, int number);
	int ID;
	bool SentHealth;
	bool SentArmour;
};


Source File:
void zbl_Health_Level::Created(GameObject *obj) {
	ID = Get_Player_ID(obj);
	SentHealth = false;
	SentArmour = false;
	Commands->Start_Timer(obj, this, 1.0f, 123);
}
void zbl_Health_Level::Timer_Expired(GameObject *obj, int number) {
	if (number == 123) {
		if (!SentHealth && !SentArmour) {
			if (Commands->Get_Health(obj) <= 25 && !SentHealth) {
				Commands->Create_2D_WAV_Sound("correction_3.wav"); // Change this
				char Msg1[150];
				sprintf(Msg1, "ppage %d Warning: Health Level Critical", ID);
				Console_Input(Msg1);
				SentHealth = true; // To avoid spamming the player! :/
			}
			else if (Commands->Get_Shield_Strength(obj) <= 50 && !SentArmour) {
				Commands->Create_2D_WAV_Sound("correction_3.wav"); // again, change this...
				char Msg1[150];
				sprintf(Msg1, "ppage %d Warning: Armour strength critical", ID);
				Console_Input(Msg1);
				SentArmour = true; // avoid spamming the player >_>
			}
			Sent = true;
			Commands->Start_Timer(obj, this, 1.0f, 123);
		}
		else { // already sent...Check to see if their health is above 25 and set it back to false
			if (Commands->Get_Health(obj) > 25) {
				SentHealth = false;
			}
			else if (Commands->Get_Shield_Strength(obj) > 50) {
				SentArmour = false;
			}
		}
	}
}


when compiling that i get
.\scripts.cpp(310) : error C2065: 'Sent' : undeclared identifier


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Low Health [message #325056 is a reply to message #325049] Thu, 03 April 2008 10:59 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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How you do it in LE?

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http://l.yimg.com/us.yimg.com/i/us/wrlds/strwrs/gr/hdrs/super-star-destroyer-1.jpg

Quote:

"Fear will keep these systems inline, fear of this battle station!"

-Grand Admiral Moff Tarkin



Re: Low Health [message #325068 is a reply to message #315780] Thu, 03 April 2008 11:37 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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I thought there was a "switch" statement in C++... surely better than all of those if statements?

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Re: Low Health [message #325070 is a reply to message #315780] Thu, 03 April 2008 12:07 Go to previous messageGo to next message
reborn is currently offline  reborn
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Sent = true;

should be:
SentArmour = true;



Re: Low Health [message #325094 is a reply to message #315780] Thu, 03 April 2008 14:06 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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it compiles but no sound..
no boink


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Low Health [message #325313 is a reply to message #315780] Sat, 05 April 2008 11:46 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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lol not even text

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Low Health [message #325382 is a reply to message #315780] Sun, 06 April 2008 05:49 Go to previous messageGo to next message
reborn is currently offline  reborn
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You did actually attach this script to the player on his created event in the server solution somewhere right? I mean, you did actually attach in SSGM_Player::Created or something didn't you?


Re: Low Health [message #325385 is a reply to message #325382] Sun, 06 April 2008 06:19 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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reborn wrote on Sun, 06 April 2008 07:49

You did actually attach this script to the player on his created event in the server solution somewhere right? I mean, you did actually attach in SSGM_Player::Created or something didn't you?

no i just added it somewere below..

but how do i add that script to it
i did it over here
	if (Settings->GameMode != 1) {
		Commands->Set_Is_Visible(obj,false);
	}
	Attach_Script_Once(obj,"zbl_Health_Level","1");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt1,h_a_a0a0_l12");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt2,H_A_a0a0_L22");


it compiles but no sound.


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

[Updated on: Sun, 06 April 2008 06:31]

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Re: Low Health [message #325403 is a reply to message #315780] Sun, 06 April 2008 08:56 Go to previous messageGo to next message
reborn is currently offline  reborn
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I would write a ::Damaged event for MDB_SSGM_Player and use the main part of Zack's function in there rather then attach this script to the player on ::Created.
Although attaching the script like:
Commands->Attach_Script(obj,"zbl_Health_Level","");

to the player object when he is ::Created should work (if the script works properly (which I think it does)).



[Updated on: Sun, 06 April 2008 08:56]

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Re: Low Health [message #325404 is a reply to message #325403] Sun, 06 April 2008 10:24 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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reborn wrote on Sun, 06 April 2008 10:56

I would write a ::Damaged event for MDB_SSGM_Player and use the main part of Zack's function in there rather then attach this script to the player on ::Created.
Although attaching the script like:
Commands->Attach_Script(obj,"zbl_Health_Level","");

to the player object when he is ::Created should work (if the script works properly (which I think it does)).


i put the code over here
now it should work but still nothing.
void MDB_SSGM_Player::Created(GameObject *obj) {
	Commands->Attach_Script(obj,"zbl_Health_Level","");
	if (Settings->ForceTeam != -1) {
		if (Commands->Get_Player_Type(obj) != Settings->ForceTeam) {
			Change_Team(obj,Settings->ForceTeam);
			return;
		}
	}


the zbl_healt level script stuff is located in
scripts.cpp
scripts.h

the above code is located in gmscripts.cpp


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Low Health [message #325479 is a reply to message #315780] Mon, 07 April 2008 08:11 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Permabanned for trying and failing DDoS
Doesnt work for me too,
Re: Low Health [message #325678 is a reply to message #315780] Tue, 08 April 2008 22:35 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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bump

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Low Health [message #325683 is a reply to message #315780] Wed, 09 April 2008 00:30 Go to previous messageGo to previous message
reborn is currently offline  reborn
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If you're both attaching it to the player correctly then there's something wrong with Zacks code I guess. You need to get him to notice the topic.

I really would however just take aspects of his code and add a ::Damaged event to SSGM_player.



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