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Messages - Irk89

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121
General Discussion / Re: Irk89's Ultimate Challenge
« on: January 31, 2008, 04:32:23 PM »
I'm considering creating another challenge, except this time it will be a "Doubles Challenge".  Meaning if you have no friends...you'll have a hard time doing this challenge :cookieMonster:

If i do produce this, it'll be created about 25 times slower than the original challenge because of school.

Any comments or concerns on the doubles challenge?

122
General Discussion / Re: Irk89's Ultimate Challenge
« on: January 29, 2008, 06:04:09 PM »
I set the records clean on the other 2 servers because the records on the normal server are...unholy.  Certain people, need not be mentioned, should spend some time outside.

So maybe this will give people another chance to make new records, or maybe these people will just come back and set these records again...


123
Modification Help / Ultimate Challenge Release
« on: January 17, 2008, 03:16:11 PM »
Well, it's been about two weeks since the initial release of the Ultimate Challenge map and modification, and I'm getting really tired of babysitting the server and everyone in it.  This is why I plan to release the map and source after the release of v9.

I would like to see more "objective" style maps like the tutorial and the challenge, so I hope the code can benefit people who would like to make these kinds of maps.  I suppose you can also host it...

Opinions? Feedback?

124
Modification Help / Re: No Collision between players
« on: January 12, 2008, 05:17:10 PM »
oh well, I guess it's more trouble than it's worth.

Thanks anyways guys.

125
General Discussion / Re: Irk89 challenge report
« on: January 12, 2008, 02:11:02 PM »
Please PM me this kind of stuff.  Everyone doesn't really need to know  :cookieMonster:

126
Gallery / Re: Irk's Challenge
« on: January 02, 2008, 11:11:20 PM »
yes, thank you for ruining my challenge that amount of time.  Yes the bug was fixed, and yes all the noobs were reset so they have to do it again.

127
Suggestions & Requests / Re: joystick/gamepad support?
« on: January 02, 2008, 08:27:51 PM »
Thanks, I never thought to use Google before. </sarcasm>

128
Suggestions & Requests / Re: joystick/gamepad support?
« on: January 02, 2008, 03:20:14 AM »
is there any better programs that supports multiple joysticks?

129
General Discussion / Re: Irk89's Ultimate Challenge
« on: December 30, 2007, 04:15:30 PM »
Sweet.  Thanks for the praise  :cookieMonster:

http://www.irkclan.com/challenge.png
You can save that as challenge.png in your missions folder if you want a "preview" image.



130
Modification Help / No Collision between players
« on: December 28, 2007, 07:33:40 PM »
Is there any way to disable collision between players.  I want players to be able to walk straight through other players.

So far I tried this, the message was sent but collision was normal:

Code: [Select]
Package NoCollision
{
function Armor::onCollision(%this, %obj, %col, %vec, %vecLen)
{
   if(%col.client.player)
   {
      messageclient(%obj,1,"Collision with another player");
      return;
   }
   Parent::onCollision(%this, %obj, %col, %vec, %vecLen);
}
}
ActivatePackage(noCollision);

131
Modification Help / Re: GameConnection::onConnectRequest
« on: July 27, 2007, 04:06:02 AM »
That's alright.  I'm almost done scripting it now... Just adding the final touches :)

132
Modification Help / Re: GameConnection::onConnectRequest
« on: July 26, 2007, 07:20:44 PM »
alright, sorry I just got it working. With this code:

Code: [Select]
package reserve
{
   function GameConnection::onConnectRequest(%this,%lanname,%netname,%clantag1,%clantag2)
   {
echo("CONNECT REQUEST");
Parent::onConnectRequest(%this,%lanname,%netname,%clantag1,%clantag2);
   }
};
activatePackage(reserve);

Thanks Zor, I shall continue writing my reserved slots script and maybe release it soon.

133
Modification Help / Re: GameConnection::onConnectRequest
« on: July 26, 2007, 07:14:51 PM »
Code: [Select]
package reserve
{
   function GameConnection::onConnectRequest(%this,%a,%b,%c,%d)
   {
       echo(%this TAB %a TAB %b TAB %c TAB %d);
       Parent::onConnectRequest(%this,%a,%b,%c,%d);
   }
};
activatePackage(reserve);

Ok using this, the variables are as follows:
  • %this = client
  • %a = LAN Name
  • %b = Net Name
  • %c = Clan Tag
  • %d = Other Clan Tag
The rest were "unknown" displayed as ^

134
Modification Help / Re: GameConnection::onConnectRequest
« on: July 26, 2007, 07:00:42 PM »
Thank you, I was just typing fast and that's how it came out.  Still dosen't work with the correct spelling.

@Trader- That was my origonal idea.  I think i'm going to have multiple ways of doing it and letting the user have the option to which method they want.

1. increase maxplayers when a reserve wants in (then decrease when someone leaves

2. randomly kick a nonadmin and nonreserve player in the server to allow them in.

3. Just let them in and be over the max (ie...13/12)

Suggestions are nice, but I still need help on finding a work around.

135
Modification Help / GameConnection::onConnectRequest
« on: July 26, 2007, 05:01:23 PM »
So i'm having a little issue with this function for obvious reasons.  The authentication proccess is found in this function.  What I'm trying to do is create a "reserved list" for people on it to be able to join even when the server is full.  The only way to do this is by adding on to this function.  for example:

Code: [Select]
package reserve
{
   function GameConnection::onConnectRequest(%this)
   {
       Parent::onConectRequest(%this);
   }
};
activatePackage(reserve);

So obviously I would put more in the function than just executing the parent, but it dosen't matter.  Once saved and executed and you try to enter the server, you get an authentication failed message on joining the server.

Is there any work around this or is there another function that I can use that dosen't include the authentication process.

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