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Genesis2001

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Everything posted by Genesis2001

  1. KF winners will be contacted sometime this week for prize awards. If anyone listed in the original post that is winning a copy of Killing Floor but doesn't want it, let us know.
  2. The community reports section is just what it sounds like. Anyone can make a post. Only the creator of the post and moderators can read the post. You can only see the topics that you create. Same goes for the ban/mute dispute sub-forum.
  3. Can you elaborate about what you can't read? Where? There are a couple forums under the Renegade section that are confidential, but anyone can post there (they just can't see other people's topics).
  4. Original post: Totem Arts Releases Beta 4 of Renegade-X Renegade-X has released new beta (dubbed “Beta 4″). This beta includes quite a few major features including 3 new maps, an auto-patcher, and their own RXD-Kit (RXDK). Download (by MPF): MPF 250Mbps
  5. I think throwing the classic Westwood maps into the rotation would be nice too. We have so many maps in the rotation, you can scatter them throughout it so no one gets a heavy dose of "Westwood" maps. We could even set the Westwood maps to alternative game modes like T/DM or something.
  6. Moved topic to support section.
  7. Really old bug that I don't know why dblaney or IK haven't fixed yet. Told dblaney like 2+ months ago.
  8. Ranks reset 1-2 days before the month ends?
  9. We have enabled Facebook/Twitter Connect in the backend of the forums, so you may connect Facebook, and Twitter to your Forum account. In addition, you may also connect your Steam account too. You may disassociate your account at any time by going to your profile and click "Manage _____" (where ____ is either Facebook, Twitter, or Steam). In addition to this option, you can revoke access from Facebook, Twitter, and Steam directly through their already-existing means. Thanks, MPF Staff
  10. note that the list of communities in the post(s) above were already participating members of the same IRC network. This is only a re-branding under a singular name.
  11. To answer your question NFHAVOC, I have edited the main post to include a list of communities that are linked to us right now.
  12. KiwiIRC. https://kiwiirc.com/client
  13. dblaney fixed it shortly after the incident occurred.
  14. Maintenance completed successfully. Total downtime: <5 minutes. Begin 24-48 hour stress test period. We'll be monitoring server performance throughout this time period and will take action after this period has ended.
  15. We'll be doing some server maintenance tonight (Saturday, November 29, 2014) when the server empties out for people going to bed and such. The server will go down for roughly 1-2 hours tops.
  16. Side commentary on this post (necro reply!): This should be doable using a cinematic script that gets played when you deploy a beacon (custom event I think, but never looked into it specifically). I think St0rm had something like this on a map at one point. I can't remember though.
  17. Source file: (be sure to include engine.h and scripts.h) void zbl_Zone_Enter_Send_Custom_Object::Entered(GameObject *o, GameObject *enterer){ if (Get_Player_Type(enterer) == Get_Int_Parameter("Player_Type")) { int ID = Get_Int_Parameter("ID"); int message = Get_Int_Parameter("Message"); int param = Get_Int_Parameter("Param"); Send_Custom(ID, message, param, enterer); }}Header file: class zbl_Send_Custom_Base abstract{protected: void Send_Custom(int ID, int message, int param, GameObject *sender, float delay = 0.0f) { GameObject *o = Commands->Find_Object(ID); if (o) { Commands->Send_Custom_Event(sender, o, message, param, delay); } }};class zbl_Zone_Enter_Send_Custom_Object : public ScriptImpClass, zbl_Send_Custom_Base{public: void Entered(GameObject *o, GameObject *enterer);};Registrant: (including my macro) #define Register_Script(ClassName,Params) ScriptRegistrant<ClassName> ClassName##_Registrant(#ClassName,Params)Register_Script(zbl_Zone_Enter_Send_Custom_Object, "Player_Type:int,ID:int,Message:int,Param:int");
  18. Two scripts for the price of one. This script will (*untested*) repair an object (by ID) for a specified amount and trigger a cooldown timer. If the object can't be located (either destroyed or some other error), it will just ignore the poke. Source file: (be sure to include engine.h and scripts.h) void zbl_Poke_Buy_Repair_Object::Created(GameObject *o){ m_sBuySound = Get_Parameter("Buy_Sound"); m_sDeniedSound = Get_Parameter("Denied_Sound"); m_sInsufficientFunds = Get_Parameter("NoMoney_Sound"); m_sDeniedCooldownSound = Get_Parameter("Cooldown_Denied_Sound"); m_iObjectID = Get_Int_Parameter("ObjectID"); m_iCost = Get_Int_Parameter("Cost"); m_iPlayerType = Get_Int_Parameter("Player_Type"); m_fAmount = Get_Float_Parameter("Amount"); m_fCooldownTimer = Get_Float_Parameter("Cooldown_Timer");}void zbl_Poke_Buy_Repair_Object::Timer_Expired(GameObject *o, int num){ if (num == 5555) { EndCooldown(); }}void zbl_Poke_Buy_Repair_Object::Poked(GameObject *o, GameObject *poker){ if (Get_Player_Type(poker) == m_iPlayerType) { cPlayer *plr = Find_Player(Get_Player_ID(poker)); if (!plr) return; // probably shouldn't happen. JIC. GameObject *obj = Commands->Find_Object(m_iObjectID); if (!obj) return; // flat ignore the poke if the object isn't found. if (m_bOnCooldown) { Create_2D_Sound_Player(poker, m_sDeniedCooldownSound); } else if (plr->Purchase_Item(m_iCost)) { Commands->Apply_Damage(obj, m_fAmount * -1.0f, "Repair", poker); Create_2D_Sound_Player(poker, m_sBuySound); BeginCooldown(o); } else { Create_2D_Sound_Player(poker, m_sInsufficientFunds); } } else { Create_2D_Sound_Player(poker, m_sDeniedSound); }}void zbl_Poke_Buy_Repair_Object_Send_Custom::Created(GameObject *o){ zbl_Poke_Buy_Repair_Object::Created(o); // delegate to base ctor. m_iSendObjectID = Get_Int_Parameter("Send_Object"); m_iSucceedMessage = Get_Int_Parameter("Succeeded_Message"); m_iDeniedMessage = Get_Int_Parameter("Denied_Message"); m_iNoMoneyMessage = Get_Int_Parameter("NoMoney_Message"); m_iCooldownMessage = Get_Int_Parameter("Cooldown_Message");}void zbl_Poke_Buy_Repair_Object_Send_Custom::Poked(GameObject *o, GameObject *poker){ if (Get_Player_Type(poker) == m_iPlayerType) { cPlayer *plr = Find_Player(Get_Player_ID(poker)); if (!plr) return; // probably shouldn't happen. JIC. GameObject *obj = Commands->Find_Object(m_iObjectID); if (!obj) return; // flat ignore the poke if the object isn't found. if (m_bOnCooldown) { Create_2D_Sound_Player(poker, m_sDeniedCooldownSound); Send_Custom(m_iSendObjectID, m_iCooldownMessage, 0, poker); } else if (plr->Purchase_Item(m_iCost)) { Commands->Apply_Damage(obj, m_fAmount * -1.0f, "Repair", poker); Create_2D_Sound_Player(poker, m_sBuySound); BeginCooldown(o); Send_Custom(m_iSendObjectID, m_iSucceedMessage, 0, poker); } else { Create_2D_Sound_Player(poker, m_sInsufficientFunds); Send_Custom(m_iSendObjectID, m_iNoMoneyMessage, 0, poker); } } else { Create_2D_Sound_Player(poker, m_sDeniedSound); Send_Custom(m_iSendObjectID, m_iDeniedMessage, 0, poker); }}Header file: (3 class declarations) class zbl_Send_Custom_Base abstract{protected: void Send_Custom(int ID, int message, int param, GameObject *sender, float delay = 0.0f) { GameObject *o = Commands->Find_Object(ID); if (o) { Commands->Send_Custom_Event(sender, o, message, param, delay); } }};class zbl_Poke_Buy_Repair_Object : public ScriptImpClass{protected: bool m_bOnCooldown; float m_fCooldownTimer; int m_iPlayerType; int m_iObjectID; int m_iCost; float m_fAmount; StringClass m_sBuySound; StringClass m_sDeniedSound; StringClass m_sInsufficientFunds; StringClass m_sDeniedCooldownSound; void BeginCooldown(GameObject *o) { m_bOnCooldown = true; Commands->Start_Timer(o, this, m_fCooldownTimer, 5555); } void EndCooldown() { m_bOnCooldown = false; }public: virtual void Created(GameObject *o); virtual void Poked(GameObject *o, GameObject *poker); virtual void Timer_Expired(GameObject *o, int num);};class zbl_Poke_Buy_Repair_Object_Send_Custom : public zbl_Poke_Buy_Repair_Object, zbl_Send_Custom_Base{protected: int m_iSendObjectID; int m_iSucceedMessage; int m_iDeniedMessage; int m_iNoMoneyMessage; int m_iCooldownMessage;public: void Created(GameObject *o); void Poked(GameObject *o, GameObject *poker);};Registrant: (including my Register_Script macro) #define Register_Script(ClassName,Params) ScriptRegistrant<ClassName> ClassName##_Registrant(#ClassName,Params)Register_Script(zbl_Poke_Buy_Repair_Object, "Player_Type:int,Cost:int,ObjectID:int,Amount:float,Cooldown_Timer:float,Buy_Sound:string,Denied_Sound:string,NoMoney_Sound:string,Cooldown_Denied_Sound:string");Register_Script(zbl_Poke_Buy_Repair_Object_Send_Custom, "Player_Type:int,Cost:int,ObjectID:int,Amount:float,Cooldown_Timer:float,Buy_Sound:string,Denied_Sound:string,NoMoney_Sound:string,Cooldown_Denied_Sound:string,Send_Object:int,Succeeded_Message:int,Denied_Message:int,NoMoney_message:int,Cooldown_Message:int");I won't attach a precompiled scripts.dll this time because it's untested. I'll let you compile it into scripts.dll yourself so you can make changes as necessary.
  19. Unsure if this is what you want(ed), but here's my take. (Also necro post by a month!) Source file: (don't forget to include engine.h/scripts.h) void zbl_Refill_Buy_Poke::Created(GameObject *o){ m_sBuySound = Get_Parameter("Buy_Sound"); m_sDeniedSound = Get_Parameter("Denied_Sound"); m_sInsufficientFunds = Get_Parameter("Insufficient_Funds_Sound"); m_sPowerup = Get_Parameter("Ammo_PowerUp"); m_iCost = Get_Int_Parameter("Cost"); m_iPlayerType = Get_Int_Parameter("Player_Type");}void zbl_Refill_Buy_Poke::Poked(GameObject *o, GameObject *poker){ if (Get_Player_Type(poker) == m_iPlayerType) { cPlayer *plr = Find_Player(Get_Player_ID(poker)); if (!plr) return; if (plr->Purchase_Item(m_iCost)) { Grant_Powerup(poker, m_sPowerup); Create_2D_Sound_Player(poker, m_sBuySound); } else { Create_2D_Sound_Player(poker, m_sInsufficientFunds); } } else { Create_2D_Sound_Player(poker, m_sDeniedSound); }}Header file: class zbl_Refill_Buy_Poke : public ScriptImpClass{ int m_iCost; int m_iPlayerType; StringClass m_sBuySound; StringClass m_sDeniedSound; StringClass m_sInsufficientFunds; StringClass m_sPowerup;public: void Created(GameObject *o); void Poked(GameObject *obj, GameObject *poker);};Registrant: (including my handy macro) #define Register_Script(ClassName,Params) ScriptRegistrant<ClassName> ClassName##_Registrant(#ClassName,Params)Register_Script(zbl_Refill_Buy_Poke, "Cost:int,Player_Type:int,Buy_Sound:string,Denied_Sound:string,Insufficient_Funds_Sound:string,Ammo_PowerUp:string");Compiled binaries attached for LE only. The script body is not compiled into the body as I just compile a script stub (essentially just the registrant with the parameters required to be filled out for LE. scripts.dll.zip
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