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Thread: SAPP

  1. #581
    Junior Member
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    May 2014
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    Re: SAPP

    Quote Originally Posted by Cortexian View Post
    @no offense, what are you doing? Set your zombie team up with:
    Code:
    disable_all_objects 2 1
    That makes blue team unable to interact with ANYTHING. Can't pickup weapons, can't get in vehicles, can't use power ups (health, over shield, active camo)... That should be your basis for denying zombies access to things, not event_wpickup -> replace weapon.

    All the zombies servers I've joined recently have really bad configurations. I should make a proper one and release it.

    my server is mainly not a zombie server :P
    it has other types..... like CTF
    so, blue team should pickup things in other gametypes....
    so if put 'disable_all_object' it also effects to other game types.... (it happend at the days when i put that)


    for example, lets say i have put it like this:

    event_start $mode:zombie 'disable_all_object 2 1'

    then,
    lets say i played the CTF first. no prolem. blue team will pickup anything....
    then if i go to zombie game. ok blue cannot pickup anything..
    then, again if i go to CTF, blue cannot pickup anything :P
    blue will unable to pickup things untill i restart the server ^^
    so, even if i put that '$mode:zombie' argument, it registers to all team game modes just after the zombie mode started..,

    hey i really need is that, that map to download, zombie is ok, i can kill the zombie for picking up weapons ^^


    not just 'disable_all_object' command, 'block_tc' (blocking the players changing teams) also affects to other team gametypes.
    same way... it registers to all the team gametypes just after the first gametypes it used...

    so what i did to prevent zombies to become humans again? ,
    event_teamswitch $mode:zombie $team:red $deaths>=1 'st $n blue;say $n "You cannot become a human again ^_^"'

    hahahahahahahahaha!!! oh sorry

    so , no 'block_tc' command
    Last edited by no offence; May 29th, 2014 at 06:53 AM.

  2. #582
    suum cuique sehe's Avatar
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    Re: SAPP

    Uhm... you can enable/disable it like:

    event_start $map:bloodgulch $mode:zombies 'disable_all_objects 2 1;block_tc 1'
    event_end $map:bloodgulch $mode:zombies 'disable_all_objects 2 0;block_tc 0'
    Last edited by sehe; May 29th, 2014 at 07:42 AM.

  3. #583
    ɹǝpun uʍop puɐl ɐ ɯoɹɟ LEXM's Avatar
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    Apr 2013
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    Re: SAPP

    My server is completely broken by this .and i cant figure out how to fix it ,in my server depending on kills it will give you a weapon and you wouldn't be able to use another until some amount of kills, that means that if you get a shotgun even if you pick up another weapon you still get a shotgun plus i will give some ammo till you get to another amount of kills.i cant use disable_objects since power ups will not work .this is just my opinion but, updates shouldn't take some functionality away ,if is deprecated something with the same use or function should take it place, and this update will make the event wpickup one of the only events i know that has some compatibility issues with other commands.

    sapp 8 all commands are in harmony
    ofter update
    sapp 8.1+ command loops -solution disable-all < - a command shouldnt loop the event that trigger it

    please fix it
    Last edited by LEXM; May 29th, 2014 at 11:22 AM.

  4. #584
    suum cuique sehe's Avatar
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    Re: SAPP

    It's not a bug so nothing to fix. Disable every weapon 1 by 1 whit the disable_object command. Actually the event_wpickup was the "buggy" with the old design that it did not trigger event_wpickup again.

  5. #585
    Junior Member
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    May 2014
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    Re: SAPP

    Quote Originally Posted by sehe View Post
    Uhm... you can enable/disable it like:

    event_start $map:bloodgulch $mode:zombies 'disable_all_objects 2 1;block_tc 1'
    event_end $map:bloodgulch $mode:zombies 'disable_all_objects 2 0;block_tc 0'
    thanks, this works
    and i have lot to talk later,
    but for now, can you looking to that, map downloading issues?
    that were on my first post.....

    is it a HAC2 issue?
    oh wait, you are not the HAC2 creator sahe?

  6. #586
    Senior Member stunt_man's Avatar
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    Jan 2007
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    Re: SAPP

    Not sure if it's a problem with HAC2 or SAPP (or both), but when my server is on scrim_mode, HAC2's sightjacker still works.

    I feel like I'm taking crazy pills - I could have sworn it used to block the sightjacker in older versions...

  7. #587
    suum cuique sehe's Avatar
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    Re: SAPP

    No I'm not.

    And you need to wait until new game till that takes effect. Just tested, works fine.

  8. #588

    Re: SAPP

    Quote Originally Posted by stunt_man View Post
    Not sure if it's a problem with HAC2 or SAPP (or both), but when my server is on scrim_mode, HAC2's sightjacker still works.

    I feel like I'm taking crazy pills - I could have sworn it used to block the sightjacker in older versions...
    It's supposed to.

    disable_sj [enabled] Disables the usage of SightJacker for HAC users like in ScrimMode.
    scrim_mode [enabled] If enabled, no one can execute any naughty commands.
    Server sends a message to every player if this status is changed.
    You can also check it's status with the info command.

  9. #589
    Senior Member stunt_man's Avatar
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    Re: SAPP

    Quote Originally Posted by sehe View Post
    No I'm not.

    And you need to wait until new game till that takes effect. Just tested, works fine.
    Thanks for clearing that up

  10. #590
    suum cuique sehe's Avatar
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    Re: SAPP

    Check out the new forum:

    http://xhalo.tk/forum/index.php

    Please post everything about Sapp there in the future!

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