VeteranXV
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I don't see the problem. I rewrote all of Knockout for 1.40. The only difference is all the scripts and function names have been renamed, removed, or changed.
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VeteranXV
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so basicly..... its a bloody pain in the arseholz
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VeteranXV
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Slight annoyance. Nothing a 'search in files' doesn't solve.
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VeteranXX
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Quote:
Originally Posted by NoFiX
I don't see the problem. I rewrote all of Knockout for 1.40. The only difference is all the scripts and function names have been renamed, removed, or changed.
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I'm a newb.
I've rewritten all the scripts I want.
But, maybe you can answer this for me NoFix. To add binds to the options screen I'm editing binds.cs in \base\scripts\gui\options
My question is why can't I have a script in config/modules that has a line like?
Code:
GameBinds::SetMap( "actionMap.sae" );
GameBinds::addBindCommand( "MyBind", "****::Do();" );
I get some error "Unable to locate ActionMapList OptionsGui::actionMap"
Is it just impossible to do outside of binds.cs?
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VeteranXV
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Quote:
Originally Posted by Zlex
I'm a newb.
I've rewritten all the scripts I want.
But, maybe you can answer this for me NoFix. To add binds to the options screen I'm editing binds.cs in \base\scripts\gui\options
My question is why can't I have a script in config/modules that has a line like?
Code:
GameBinds::SetMap( "actionMap.sae" );
GameBinds::addBindCommand( "MyBind", "****::Do();" );
I get some error "Unable to locate ActionMapList OptionsGui::actionMap"
Is it just impossible to do outside of binds.cs?
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No, it's not impossible.
Code:
function After::GameBinds::Init()
after GameBinds::Init
{
GameBinds::GetActionMap2( "inventoryMap.sae" );
GameBinds::addBindCommand( "NEW BIND", "AutoBuy::litterItem( \"Repair Pack\" );" );
}
That will add a new bind listing to the Inventory tab, as an example.
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Sour++ Contributor
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edit: nofix is the man
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Last edited by lemon; 03-08-2010 at 17:01..
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VeteranXX
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Anyone managed to get base textures working? I can convert them, but they sure aren't high-res
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VeteranXX
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bliss is a ******
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Sour++ Contributor
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looks like someone needs a time out from admin
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VeteranXX Contributor
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Quote:
Originally Posted by OpiumAddict
bliss is a ******
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LOL
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VeteranXV
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Quote:
Originally Posted by Lemon
looks like someone needs a time out from admin
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VeteranX
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Quote:
Originally Posted by NoFiX
I don't see the problem. I rewrote all of Knockout for 1.40. The only difference is all the scripts and function names have been renamed, removed, or changed.
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whats knockout?
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VeteranXX
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wtf just happened here
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VeteranXV
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what the **** is this?
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VeteranXX
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Thanks NoFix. Small change to get it working
Code:
function After::GameBinds::Init()
after GameBinds::Init
{
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( "actionMap.sae");
GameBinds::addBindCommand( "MyBind", "Do::****();" );
}
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Sour++ Contributor
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Quote:
Originally Posted by Zlex
Thanks NoFix. Small change to get it working
Code:
function After::GameBinds::Init(%bind, %make, %break, %map)
after GameBinds::Init
{
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( %map @ ".sae");
GameBinds::addBindCommand( %bind, %make, %break);
}
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You can pass arguments to After::GameBinds::Init() so you have that function once and build binds with a line like this in scripts...
Code:
After::GameBinds::Init("My Bind", "BindMake", "BindBreak", "PlayMap");
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VeteranXX
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Thats a good idea Lemon.
Here's more junk
Code:
////////////////////////////////////////////////////////////
// File: snipe.acs.cs
// Version: 1.0
// Author: Poop Snipe modified by Zlex for 1.40
// Credits:
// Info: Switch to Laser Rifle and crouch on zoom
//
////////////////////////////////////////////////////////////
Event::Attach(EventZoomIn, Snipe::On);
Event::Attach(EventZoomOut, Snipe::Off);
$Snipe::Weapon = "Laser Rifle";
//Turn zoomSnipe on/off
$pref::zoomSnipe == "TRUE"
function Snipe::On() {
if(GetItemCount($Snipe::Weapon) != 0 && $pref::zoomSnipe=="TRUE") {
$Snipe::On = "TRUE";
$Snipe::PrevWep = getMountedItem(0);
use($Snipe::Weapon);
postAction( 2048, IDACTION_CROUCH,1);
// schedule("Event::Trigger(SnipeZoom);",0.5);
}
}
function Snipe::Off() {
if($Snipe::On == "TRUE" && $pref::zoomSnipe=="TRUE") {
$Snipe::On = "";
useItem ($Snipe::PrevWep);
postAction( 2048, IDACTION_STAND,1);
// schedule("Event::Trigger(SnipeUnZoom);",0.5);
}
}
To use the above modify ZoomReset.acs.cs:
Code:
// this has to be done in script because zoom events are saved to demos and we
// can't alter how that's handled for backward compat reasons
Event::Attach( eventConnectionAccepted, Zoom::onJoin );
Event::Attach( eventClientDied, Zoom::onClientDied );
function Zoom::onJoin() {
// T1 zoom defaults to at 5x
$Zoom::Zoom = 1;
Zoom::Reset();
}
function Zoom::In() {
postAction( 2048, IDACTION_SNIPER_FOV, 1 );
Event::Trigger(EventZoomIn);
}
function Zoom::Out() {
postAction( 2048, IDACTION_SNIPER_FOV, 0 );
Event::Trigger(EventZoomOut);
if( $pref::resetZoom )
Zoom::Reset();
}
function Zoom::Cycle() {
postAction( 2048, IDACTION_INC_SNIPER_FOV, 1 );
if( $Zoom::Zoom < 3 )
$Zoom::Zoom++;
else
$Zoom::Zoom = 0;
}
function Zoom::Reset() {
if ( !$pref::resetZoom )
return;
$pref::defaultZoom = clamp( $pref::defaultZoom, 0, 3 );
while( $Zoom::Zoom != $pref::defaultZoom )
Zoom::Cycle();
}
function Zoom::onClientDied( %cl ) {
if ( %cl == getManagerId() )
Zoom::Reset();
}
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VeteranXX
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.
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Last edited by FSB-SPY; 02-28-2019 at 16:49..
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VeteranXX
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patchergui doesn't work with 1.40
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