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zAzz's Jail [WIP]

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Nighthawk
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Post by Soushiant.iR Sun Nov 22, 2015 6:01 am

Ripping off the ideas like a baws
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Post by zAzz Sun Nov 22, 2015 6:32 am

Yeah i ripped off some ideas afro
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Post by alaa Sun Nov 22, 2015 8:13 am

dude change the canteen chairs cause h&k will start crying here too.
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Post by piWi. Sun Nov 22, 2015 12:17 pm

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?
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Post by Zer0o Sun Nov 22, 2015 1:00 pm

zAzz wrote:Secret Very Happy
zAzz's Jail [WIP] - Page 4 YclrsS7

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!

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Post by piWi. Sun Nov 22, 2015 3:42 pm

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...
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Post by zAzz Sun Nov 22, 2015 5:20 pm

I just add the shadows to make them look one higher than others
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Post by zAzz Sat Nov 28, 2015 7:54 pm

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!
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Post by piWi. Sat Nov 28, 2015 8:58 pm

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
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Post by zAzz Sat Nov 28, 2015 10:42 pm

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
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Post by piWi. Sat Nov 28, 2015 10:44 pm

Only copy+paste. It works?
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Post by zAzz Sat Nov 28, 2015 10:52 pm

Nope it's not wtf!, There's not a single script that works in my freaking map >.>

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
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Post by Soushiant.iR Sat Nov 28, 2015 11:06 pm

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
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Post by zAzz Sat Nov 28, 2015 11:22 pm

Nope!, i just don't get why it isn't working omg.
this is pissing me off....
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Post by lubo Sat Nov 28, 2015 11:30 pm

Make sure that the server you're testing the map on has set ''mp_luamap 1''.

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Post by zAzz Sat Nov 28, 2015 11:31 pm

lubo wrote:Make sure that the server you're testing the map on has set ''mp_luamap 1''.
Hey lubo Very Happy, Yeah it has mp_luamap 1 and still it isn't working..
Is it my map name the problem? "zAzz_Jail"??
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Post by lubo Sat Nov 28, 2015 11:38 pm

Send me your map via PM and I'll see what's wrong.

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Post by zAzz Sat Nov 28, 2015 11:47 pm

Alright
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Post by zAzz Sun Nov 29, 2015 6:40 pm

Problem is solved, Rainoth fixed the script for me.
Anyway, thanks alot for your cooperation!
I really appreciate it Smile

I'll add everyone that helped me out in the Credits!
Thanks alot!!!

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