08-31-2011, 20:29
Follow this tutorials and after that simply add a new shop item(seven also includes a m40a3 in an attachment there): http://www.itsmods.com/forum/Thread-Impo...-CoD5.html
(07-08-2011, 12:58)CaptainViba Wrote: [ -> ]When i start a private match, my friends can't join me, it says " server is full". Anyone have an idea ?
(09-14-2011, 07:29)Alpha_One Wrote: [ -> ]Thanks for reporting.(07-08-2011, 12:58)CaptainViba Wrote: [ -> ]When i start a private match, my friends can't join me, it says " server is full". Anyone have an idea ?
Hello everyone, I had the same problem. but since I used Enhanced Botz to replace Bots.gsc the problem went away. Hope it will help.
Thanks to the modder...great mod . my friends and I've been having hours of fun with your mod.
(09-14-2011, 13:20)Cyborgking Wrote: [ -> ](09-14-2011, 07:29)Alpha_One Wrote: [ -> ]Thanks for reporting.(07-08-2011, 12:58)CaptainViba Wrote: [ -> ]When i start a private match, my friends can't join me, it says " server is full". Anyone have an idea ?
Hello everyone, I had the same problem. but since I used Enhanced Botz to replace Bots.gsc the problem went away. Hope it will help.
Thanks to the modder...great mod . my friends and I've been having hours of fun with your mod.
Now I know it probably has something to do with my _bot.gsc. Not that it matters a lot anymore though: the next version of the mod only moddifies the default _bot.gsc a little and I don't think those tiny changes cause it.
if (!level.gameEnded)
{
level.gamestarted = 1;
if (level.round == 2) level.killsneeded_round = 100;
else if (level.round == 3) level.killsneeded_round = 100;
else if (level.round == 4) level.killsneeded_round = 100;
else if (level.round == 5) level.killsneeded_round = 100;
maps\mp\gametypes\_rank::allowbotrespawn();
}
}
if (!level.gameEnded)
{
level.gamestarted = 1;
if (level.round == 2) level.killsneeded_round = 35;
else if (level.round == 3) level.killsneeded_round = 40;
else if (level.round == 4) level.killsneeded_round = 45;
else if (level.round == 4) level.killsneeded_round = x;
maps\mp\gametypes\_rank::allowbotrespawn();
}
if (level.killsneeded_round == level.axiskilled_round)
{
level.gamestarted = 0;
level.activeSatellites["allies"]--;
assert( level.activeSatellites["allies"] >= 0 );
if ( level.activeSatellites["allies"] < 0 )
level.activeSatellites["allies"] = 0;
maps\mp\_killstreakrules::killstreakStop( "radardirection_mp", "allies");
level notify ( "uav_update" );
thread maps\mp\gametypes\_rank::roundmessage( "Round " +level.round+ " survived", "NONE" );
level.round ++;
level.axisspawned = 0;
level.axiskilled_round = 0;
thread maps\mp\gametypes\_rank::respawnhumans();
thread maps\mp\gametypes\_rank::newroundstarttimer();
}
if (level.killsneeded_round == level.axiskilled_round)
{
level.gamestarted = 0;
level.activeSatellites["allies"]--;
assert( level.activeSatellites["allies"] >= 0 );
if ( level.activeSatellites["allies"] < 0 )
level.activeSatellites["allies"] = 0;
maps\mp\_killstreakrules::killstreakStop( "radardirection_mp", "allies");
level notify ( "uav_update" );
if(level.round == 5)
{
thread maps\mp\gametypes\_globallogic::endGame( "allies", "Your team survived the invasion and achieved a score of^3 " +level.scoretotal);
}
else
{
thread maps\mp\gametypes\_rank::roundmessage( "Round " +level.round+ " survived", "NONE" );
level.round ++;
level.axisspawned = 0;
level.axiskilled_round = 0;
thread maps\mp\gametypes\_rank::respawnhumans();
thread maps\mp\gametypes\_rank::newroundstarttimer();
}
}
if (!level.gameEnded)
{
level.gamestarted = 1;
if (level.round == 2) level.killsneeded_round = 100;
else if (level.round == 3) level.killsneeded_round = 100;
else if (level.round == 4) level.killsneeded_round = 100;
else if (level.round == 5) level.killsneeded_round = 100;
maps\mp\gametypes\_rank::allowbotrespawn();
}
}
if (level.killsneeded_round == level.axiskilled_round)
{
level.gamestarted = 0;
level.activeSatellites["allies"]--;
assert( level.activeSatellites["allies"] >= 0 );
if ( level.activeSatellites["allies"] < 0 )
level.activeSatellites["allies"] = 0;
maps\mp\_killstreakrules::killstreakStop( "radardirection_mp", "allies");
level notify ( "uav_update" );
if(level.round == 5)
{
thread maps\mp\gametypes\_globallogic::endGame( "allies", "We're The Survivors! And We Achieved A score of^3 " +level.scoretotal);
}
else
{
thread maps\mp\gametypes\_rank::roundmessage( "Round " +level.round+ " survived", "NONE" );
level.round ++;
level.axisspawned = 0;
level.axiskilled_round = 0;
thread maps\mp\gametypes\_rank::respawnhumans();
thread maps\mp\gametypes\_rank::newroundstarttimer();
}
}
}
dogroundstart()
{
level.hud_roundinfo_aisleft setValue(40);
level.hud_roundinfo_round setValue(5);
self thread maps\mp\_dogs::dog_manager_spawn_dogs( "axis", "allies", self.deathCount );
maps\mp\gametypes\_rank::roundmessage("Round 5", "40 dogs");
}
(09-17-2011, 07:14)Alpha_One Wrote: [ -> ]Hello everyone, I've tried to change the dogs' round to round 5 with 100 bots and I followed exactly what CyborgKing has suggested.This happened a lot on the elite server when we first started modifying v0.2 and added more rounds. The message was played about having survived the invasion but the map never changed. I think I fixed that in v0.21. The thing I changed in v0.21 was adding thread to the endgame function. But you still have that there so that is not the problem.
However, when we completed round 5 game didn't rotate to next map
(09-18-2011, 11:43)DanesDK Wrote: [ -> ]we have removed the dogs round from the version that we have.. The dog round was way to
borring.. even after we have change the way the dogs attack, they where still not worth it.
(09-18-2011, 21:05)DanesDK Wrote: [ -> ]Sure.. we have put in bots with Death Machine, Grim Reaper, Rocket Launcer ect.. and thats fun, and they are pretty hard to beat..
And the bots have been made smarter than normal, and they do anything to not get killed.. We have also given them more than one
weapon. So if they run out of bullets, they will use the other weapon. Plus if a bot gets hurt, other bots tryed to revive him..
So, its super cool, but very hard.