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NoFiX
VeteranXV
Old
861 - 03-08-2010, 16:07
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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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AnubiS
VeteranXV
Old
862 - 03-08-2010, 16:09
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so basicly..... its a bloody pain in the arseholz
 
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NoFiX
VeteranXV
Old
863 - 03-08-2010, 16:15
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Slight annoyance. Nothing a 'search in files' doesn't solve.
 
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Zlex
VeteranXX
Old
864 - 03-08-2010, 16:24
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Quote:
Originally Posted by NoFiX View Post
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.
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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NoFiX
VeteranXV
Old
865 - 03-08-2010, 16:55
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Quote:
Originally Posted by Zlex View Post
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?
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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lemon
Sour++
Contributor
Old
866 - 03-08-2010, 16:58
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edit: nofix is the man
 
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Last edited by lemon; 03-08-2010 at 17:01..
Zlex
VeteranXX
Old
867 - 03-08-2010, 17:38
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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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spockhammer
VeteranXX
Contributor
Old
868 - 03-08-2010, 19:17
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hmm
 
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OpiumAddict
VeteranXX
Old
869 - 03-08-2010, 19:25
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bliss is a ******
 
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lemon
Sour++
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Old
870 - 03-08-2010, 19:28
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looks like someone needs a time out from admin
 
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spockhammer
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Old
871 - 03-08-2010, 19:29
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Quote:
Originally Posted by OpiumAddict View Post
bliss is a ******
LOL
 
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SexxxGodSteve
VeteranXV
Old
872 - 03-08-2010, 19:51
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Quote:
Originally Posted by Lemon View Post
looks like someone needs a time out from admin
 
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SegaRob
VeteranX
Old
873 - 03-08-2010, 21:20
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Quote:
Originally Posted by NoFiX View Post
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.
whats knockout?
 
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Amadeus
VeteranXX
Old
874 - 03-09-2010, 05:59
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wtf just happened here
 
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AnubiS
VeteranXV
Old
875 - 03-09-2010, 07:57
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what the **** is this?
 
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Zlex
VeteranXX
Old
876 - 03-09-2010, 10:13
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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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lemon
Sour++
Contributor
Old
877 - 03-09-2010, 10:52
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Quote:
Originally Posted by Zlex View Post
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);
}
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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Zlex
VeteranXX
Old
878 - 03-09-2010, 11:08
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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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FSB-SPY
VeteranXX
Old
879 - 03-10-2010, 15:42
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.
 
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Last edited by FSB-SPY; 02-28-2019 at 16:49..
hyung
VeteranXX
Old
880 - 03-10-2010, 18:45
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Quote:
Originally Posted by Nikita View Post


Photoshop. What needs to be figured out is how to remove green lines from HUDs (unless Evita's patcherGui still works?)
patchergui doesn't work with 1.40
 
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