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31  Liberty Unleashed / Liberty Unleashed Chat / Re: [Serv Owners] Player Watchlist on: November 15, 2011, 03:15:40 pm
AHAHAHA!!! YES!! I'm on the watchlist!

As all is serious. stormeus, I will continue to attack servers. Moreover, I will change a nickname and ping. Reconcile to it.

Good luck changing your ping. What the 14 year old kids say does make me laugh.
32  Liberty Unleashed / Liberty Unleashed Chat / Re: Role Play on: November 09, 2011, 10:01:18 pm
sry about going off-topic
in my opinion it should be 1024x768x32 and should look like this:



People aren't going to go to a lower resolution just so your GUI looks right :P. Most of the developers/testers run huge screen resolutions like 1680 x 1050 and 1920 x 1080. It's up to you to take into account bigger screen resolutions.
33  Liberty Unleashed / Liberty Unleashed Chat / Liberty Unleashed: Conquest Server on: November 09, 2011, 12:43:50 am
LU: Conquest is a little something I've been working on for the past two days or so, I've ported it directly from Miami-Dade: Starfish Island Conquest as that was always the plan. The basic idea is to try and obtain control of the two checkpoints on the map. The first team that hits 0 respawn tickets looses the match. Tickets can be lost through being killed and owning none or only one base.

You gain EXP and will unlock more weapons, ammo and armour as you progress through the levels (there needs to be a minimum amount of players in the server to prevent boosting/stats padding). This script should be ready within the next few days but heres a little something for now:

http://force.vrocker-hosting.co.uk/img/battlefield-lu-final-1.jpg
http://force.vrocker-hosting.co.uk/img/battlefield-lu-final-2.jpg
http://force.vrocker-hosting.co.uk/img/battlefield-lu-final-3.jpg

There isn't much left to do apart think of some better map icons, fix the map boundaries and privately test, hopefully this can be used for some LU tournaments in the future or something! :)
34  Scripting / Scripting Discussion / Re: Known scripting issues on: November 08, 2011, 12:39:15 am
Just updated the known scripting issues page with some issues with progress bars that I'm having. It seems the bug with the .Visible only seems to occur if you set the visibility inside the onScriptLoad function. If you set it's visiblity after that, it appears to be fine.
35  Off Topic / General Chat / Re: GTA V Trailer on: November 05, 2011, 03:23:12 pm
GTA IV was the shittiest console port ever known to man. Hopefully it is a lot more optimised for the PC this time around so it will probably be around the same specs as GTA IV or shock horror, slightly lower.
36  Off Topic / General Chat / Re: String in Windows elements on: November 04, 2011, 04:20:37 pm
I'm presuming your working from C++ here? Based off that assumption...

Code: [Select]
#include <stdio.h>

char szError[] = "Your PC is low";
int iErrorID = 55;
char szErrorMessage[25];

sprintf( szErrorMessage, "Error %d: %s", iErrorID, szError );

MessageBox( NULL, szErrorMessage, "Error", MB_OK );
37  Scripting / Script Snippets / Re: No More high ping on: November 04, 2011, 02:38:00 pm
One suggestion, it might be better to take an average ping before kicking, that way you can take into account random ping spikes people may have.
38  Scripting / Script Help / Re: help on: October 21, 2011, 07:21:06 pm
Erm, you are running this script as a client script, right?
39  Scripting / Script Help / Re: car belongs to... on: October 21, 2011, 04:15:08 pm
Oh and you can't use Vehicle as a parameter name in the event call because 'Vehicle' is reserved by Squirrel.
40  Scripting / Script Help / Re: help on: October 20, 2011, 10:49:43 pm
Then just check that player.Vehicle.Model == VEH_DODO - not hard.
41  Scripting / Script Help / Re: help on: October 20, 2011, 09:16:04 pm
Err what? You mean the Dodo?
42  Scripting / Scripting Discussion / Re: Spawn point by player name? on: October 15, 2011, 08:01:06 pm
Any errors from the server console?
43  Scripting / Scripting Discussion / Re: Spawn point by player name? on: October 15, 2011, 05:31:49 pm
Err yes..

Code: [Select]
function onPlayerSpawn( player, spawn )
{
if ( player.Name.tolower() == "xxxmdjxxx" ) player.Pos = Vector( 0.0, 0.0, 0.0 );
return 1;
}
44  Scripting / Script Help / Re: Spheres problem... on: October 14, 2011, 07:08:49 pm
Code: (squirrel) [Select]
MessagePlayer( "Vila Janeza tretjega:", player, RED );

Does RED even exist? You should be doing 255, 0, 0 for red in MessagePlayer.

Code: (squirrel) [Select]
MessagePlayer( "Vila Janeza tretjega:", player, 255, 0, 0 );

As for the onPlayerSpawn code I have no idea.
45  Scripting / Script Help / Re: Spheres problem... on: October 13, 2011, 06:57:17 pm
The signal you're using does not exist. Check the wiki for the right signal.


???Signal??? What???


Signal/Event same thing, he's basically saying that onPlayerFootSphereHit doesn't exist. You should be using

Code: [Select]
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Events/Sphere/onPlayerEnterSphere

If you read the wiki you wouldn't have to figure this out.
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