zAzz's Jail [WIP]
+14
Nighthawk
Inferno
DiZiO5
simarikano
Soushiant.iR
EpicBaron
Glixable
AhmedStrike
Mommy123
Kingakis--VIP
piWi.
alaa
Se7en
zAzz
18 posters
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Re: zAzz's Jail [WIP]
dude change the canteen chairs cause h&k will start crying here too.
alaa- Site user
- Gender : Posts : 1072
Points : 1209
Join date : 2015-01-24
Age : 23
Location : ramallah
Re: zAzz's Jail [WIP]
H&k have nothing to cry. He should f**k off. They aren't his sprites. He was only even so smart like you to download them anywhere.
Would offer again the download link?
Would offer again the download link?
Re: zAzz's Jail [WIP]
zAzz wrote:Secret
Dayum that robotic loader looks sexy o.o
Just a small thing but it bugs me: The crates at the bottom left corner of the pic look really weird because of the shadows, you may want to tweak that. Same applies for the crates in the canteen pic. Other than that nice changes although some sprites like the "trash-on-the-ground" ones look slightly out of place but thats probably just me, gj!
Zer0o- Site user
- Gender : Posts : 64
Points : 76
Join date : 2015-03-16
Location : Good ol' Germania
Re: zAzz's Jail [WIP]
Yeah, useigor makes very good sprites.
That what zer0p explained, i also don't understand. You put any sprites which are shades at nearly all. So much stuff looks like an obstacle but it is also only a normal floor. At the boxes it is okay...
That what zer0p explained, i also don't understand. You put any sprites which are shades at nearly all. So much stuff looks like an obstacle but it is also only a normal floor. At the boxes it is okay...
Re: zAzz's Jail [WIP]
I finished the map, i just need a working Scan Script, can anyone help me with it?
Tiles: X 119 Y 137
Sounds locations: zazz/wep.ogg º zazz/nowep.ogg
Thanks!
Tiles: X 119 Y 137
Sounds locations: zazz/wep.ogg º zazz/nowep.ogg
Thanks!
Re: zAzz's Jail [WIP]
- Code:
xd=119
yd=137
addhook("movetile","wd")
function wd(id)
if player(id,"tilex")==xd and player(id,"tiley")==yd then
if #playerweapons(id) > 1 then
parse("trigger sound scan true")
else
parse("trigger sound scan false")
end
end
end
Create
Env_sound which have the name: sound scan true (add the sound which should get played if he has any weapons)
Env_sound which have the name: sound scan false (add the sound which should get played if he hasn't any weapons)
Put Atomic in Credits and if you have any questions, contact him:
Atomic - unrealsoftware.de
I am not sure, but it should work. Put this in your .lua file next to your map file.
Cheers
Re: zAzz's Jail [WIP]
piWi. wrote:
- Code:
xd=119
yd=137
addhook("movetile","wd")
function wd(id)
if player(id,"tilex")==xd and player(id,"tiley")==yd then
if #playerweapons(id) > 1 then
parse("trigger sound scan true")
else
parse("trigger sound scan false")
end
end
end
Create
Env_sound which have the name: sound scan true (add the sound which should get played if he has any weapons)
Env_sound which have the name: sound scan false (add the sound which should get played if he hasn't any weapons)
Put Atomic in Credits and if you have any questions, contact him:
Atomic - unrealsoftware.de
I am not sure, but it should work. Put this in your .lua file next to your map file.
Cheers
It's not working D:
Last edited by zAzz on Sat Nov 28, 2015 10:52 pm; edited 1 time in total
Re: zAzz's Jail [WIP]
Nope it's not wtf!, There's not a single script that works in my freaking map >.>
I just changed the sound names:
env_sound name: wep
env_sound name2: nowep
I have no idea why it's not working
I just changed the sound names:
- Code:
xd=119
yd=137
addhook("movetile","wd")
function wd(id)
if player(id,"tilex")==xd and player(id,"tiley")==yd then
if #playerweapons(id) > 1 then
parse("trigger wep")
else
parse("trigger nowep")
end
end
end
env_sound name: wep
env_sound name2: nowep
I have no idea why it's not working
Re: zAzz's Jail [WIP]
- Code:
--Scanner location, input in tile format!
tilex = 1
tiley = 1
--Enter your mapname here
mapName = 'swag'
addhook("movetile","movetile_hook")
function movetile_hook(id ,playerx ,playery)
if map("name") == mapName then
if tilex == playerx and tiley == playery then
local weapons = playerweapons(id)
if #weapons > 1 then
parse('trigger "hasWeapons"')
else
parse('trigger "hasNoWeapons"')
end
end
end
end
ps: add a trigger that plays an alert or sth with the name of 'hasWeapons'
ps2: add another one that plays a safe alert or sth with the name of 'hasNoWeapons'
ps3: change mapName, tilex and tiley as its in your map
Re: zAzz's Jail [WIP]
Make sure that the server you're testing the map on has set ''mp_luamap 1''.
lubo- Map Maker
- Gender : Posts : 1415
Points : 3395
Join date : 2011-08-26
Age : 28
Re: zAzz's Jail [WIP]
Hey lubo , Yeah it has mp_luamap 1 and still it isn't working..lubo wrote:Make sure that the server you're testing the map on has set ''mp_luamap 1''.
Is it my map name the problem? "zAzz_Jail"??
Re: zAzz's Jail [WIP]
Send me your map via PM and I'll see what's wrong.
lubo- Map Maker
- Gender : Posts : 1415
Points : 3395
Join date : 2011-08-26
Age : 28
Re: zAzz's Jail [WIP]
Problem is solved, Rainoth fixed the script for me.
Anyway, thanks alot for your cooperation!
I really appreciate it
I'll add everyone that helped me out in the Credits!
Thanks alot!!!
Anyway, thanks alot for your cooperation!
I really appreciate it
I'll add everyone that helped me out in the Credits!
Thanks alot!!!
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