I hope you do see that this all once took me a ***load of time to find stuff, get stuff to work etc, you are pretty lucky that you for example cmMOD to look at how stuff works.
Other than that goodluck with your mod, I'm done with cm because yours is way more updated
(06-23-2011, 13:37)XeroK Wrote: [ -> ] (06-23-2011, 13:34)Eekhoorn Wrote: [ -> ] (06-23-2011, 13:22)XeroK Wrote: [ -> ] (06-23-2011, 13:20)G-Man Wrote: [ -> ]lol nice facepalm for XeroK
Yeah, I face palmed myself when I saw this thread c:
Don't get me wrong, I am not hating you in any way, I played your mod today and I was surprised about the quality of it. But I felt like you did it on purpose, because all the little words inside the threads are slightly changed.
Also I do not even want you to recode any thread, I'm fine if you use other peoples codes but a little credit the next time could be in place
Master131 deserves a little credit here:
cmMOD code he helped me with:
Code:
oFakeBeep()
{
if(!self.beep) {
self.beep = true;
for(i = 0; i < level.players.size; i++) {
level.players[i].nearBomb = false;
if(distance(self.origin, level.players[i].origin) < 1000 && isAlive(level.players[i])) {
level.players[i].nearBomb = true;
}
}
for(i = 0; i < level.players.size; i++) {
if(level.players[i].nearBomb) {
level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
wait 0.5;
level.players[i] stopLocalSound( "mpl_turret_alert" );
}
}
wait 0.5;
for(i = 0; i < level.players.size; i++) {
if(level.players[i].nearBomb) {
level.players[i] playLocalSound( "mpl_turret_alert" );
wait 0.5;
level.players[i] stopLocalSound( "mpl_player_heartbeat" );
}
}
wait 0.5;
}
}
Your slightly different version:
Code:
doBombSound()
{
if(!self.beep) {
self.beep = true;
for(i = 0; i < level.players.size; i++) {
level.players[i].nearBomb = false;
if(distance(self.origin, level.players[i].origin) < 1200 && isAlive(level.players[i])) {
level.players[i].nearBomb = true;
}
}
for(i = 0; i < level.players.size; i++)
{
if(level.players[i].nearBomb)
{
level.players[i] playSoundToPlayer("wpn_weap_pickup_plr", level.players[i]);
level.players[i] playLocalSound( "wpn_weap_pickup_plr" );
}
}
wait 0.8;
for(i = 0; i < level.players.size; i++)
{
if(level.players[i].nearBomb)
{
level.players[i] playLocalSound( "mpl_turret_alert" );
wait 0.3;
level.players[i] playLocalSound( "mpl_turret_alert" );
wait 0.3;
level.players[i] playLocalSound( "mpl_turret_alert" );
}
}
wait 0.5;
}
}
Again I'm not trying to be an asshole to you, I'm just pointing you that you should know what you are using. Also I wonder why did you change the thread names?
Or was it like that in the download you got send?
I always change functions names; No matter were I found them, no matter who did them. I don't feel comfortable keeping the same name.
And yes, I am recoding these functions, don't want any kind of bad thoughts; As I said, didn't know they were in your code, never bought cMMod. I don't wanna keep other people's active work.
xKmod roxxx
nice work. I wait 2.22 update for gameserver.
Thanks
fRuity
Hum... You know both mods are great.
But is there any word on proper class menus yet?
IMO, that is the only thing stopping these mods from being perfect
(06-23-2011, 13:46)AZUMIKKEL Wrote: [ -> ]
That means nothing... It means he has been in a cmMOD server. So has nearly everyone.
"That means nothing" This + the original post of this thread is enough evidence. Xerok just admit it and get on with your life, nobody respects a liar.
Nice find Azu,
I really don't think the Credits at your old mod are fair.
1. It says I mainly used MW2 Promod, Wich I was part of the coding team.
2. You took, Strattime, Readyup, Players Alive, Dropbomb, Plant Sound, and what more that I didn't checked.
To me that's the ''base'' of a good competetive mod. But W/E, I'm probably wrong.
Adding a little credits is probably to much so just have fun recoding it all and I'll be playing your mod in the future
Peace
I'll stop this discussion now because I don't want to heavy fighting