ultranewbie

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Everything posted by ultranewbie

  1. i am assuming that you are using your personal pc to host a server ... other players can only join if your " ip " is " public ip " if your you using an actual server ., dont assign any ip to server just let it be and use the servers public ip to join ....
  2. thanks for the awesome scripts and help finding in these forums , on what part should be I looking to get the final kill cam to work in DM (free for all)
  3. is there any file need to include before calling the setspawnweapon()
  4. thanks @Sheryl @wkuzma i didnt gave weapon before here Call of Duty 4 X 2021-04-07 00-16-27.mp4 is what i tried pri(){ self takeallweapons(); self giveWeapon ("ak74u_mp"); self givemaxammo ("ak74u_mp"); self giveWeapon("deserteaglegold_mp"); self givemaxammo("deserteaglegold_mp"); self iPrintln("^1Weapon Ak74u Given"); self SetSpawnWeapon("ak74u_mp"); self switchtoweapon( "ak74u_mp" ); } /* above function called from the test cmd like in video*/
  5. tried not working,,, and scenario - > joined server -> called function -> killed my self -> weapon not set
  6. is not working SetSpawnWeapon( <weapon name>) call this function from cmd like this test(){ self SetSpawnWeapon("ak47"); } how can i set weapons to player before spawn
  7. check out my server and website ,,,, it maybe not be great ,,, but as for as i go,. i am proud of myself to pull something like this server : /connect 13.232.24.66:28960 or /connect algaming.tk website : www.algaming.tk ๐Ÿ˜
  8. here is the scipt from bounce i didnt test it myself though but you can if you know who to write script learn from here scripting CoD4x_Server/scriptdocumentation at master ยท callofduty4x/CoD4x_Server (github.com) bounce(){ player = getPlayer( arg1, pickingType ); if( isDefined( player ) && player isReallyAlive() ) { for( i = 0; i < 2; i++ ) player bounceinit( vectorNormalize( player.origin - (player.origin - (0,0,20)) ), 200 ); player iPrintlnBold( "^3You were bounced by the Admin" ); iPrintln( "^1[AL]^2[^1[AL]^2[Admin]]: ^7Bounced " + player.name + "^7." ); } } bounceinit( pos, power )//This function doesnt require to thread it { oldhp = self.health; self.health = self.health + power; self setClientDvars( "bg_viewKickMax", 0, "bg_viewKickMin", 0, "bg_viewKickRandom", 0, "bg_viewKickScale", 0 ); self finishPlayerDamage( self, self, power, 0, "MOD_PROJECTILE", "none", undefined, pos, "none", 0 ); self.health = oldhp; self thread bounce2(); } bounce2() { self endon( "disconnect" ); wait .05; self setClientDvars( "bg_viewKickMax", 90, "bg_viewKickMin", 5, "bg_viewKickRandom", 0.4, "bg_viewKickScale", 0.2 ); } you need to call the function and in b3 bounce = cmd bounce:<ARG:FIND_PLAYER:PID>
  9. hey , i used the same thing as this monitoring serverlist by parsing serverstatus.xml..... but you completely killed it cool ๐Ÿ˜ƒ simple cod4 status and screenshots taker - Tutorials & Resources - CoD4X Mod Community
  10. From the above mentioned line of code you are checking if the player name is "E" or not that's all. and it will not check for letter E in the player name. you are asking about searching a character(letter) in a player name ? if so .. you need to get the player name which is a string and divide the string in to individual letters and put in to an array , and the check each letter by looping through array..
  11. i figured it out .. i created another set of variables self.customround = 0; self.customroundname = 0; and assigned to all players in the server .... when a new player joins .... i created a function to check for this player.customround and player.customroundname working great. than expected ๐Ÿ˜๐Ÿ˜Ž
  12. Thanks you for providing valuable information.... @INeedGames @Sheryl by checking loop btw spawned_player and death of player ... i managed to do stuff for rounds .. it also works (even if player joined to spectators or change team and back to team) i came to understand that... I need to assign a variable before player connected server to check for that variable because when player connected the init.gsx will check for variable to do stuff .... thats way i cant able to assign variable in scripts (i am not sure how to do it) if assigned in init.gsx then when ever a player connected to server the value will be changed. i tried to use isdefined() for checking to see if variable is defined or not . i thought it will work. if(!isDefined((level.customround) && (level.customroundname))) { level.customround = 0; level.customroundname = 0; } servers started , but when player connected it giving error ******* script runtime error ******* cannot cast undefined to bool: (file 'code/init.gsx', line 31) if(!isDefined((level.customround) && (level.customroundname))) * called from: (file 'code/init.gsx', line 14) player thread initialSetup(); * started from: (file 'code/init.gsx', line 12) level waittill( "connected", player ); * ************************************ ----- Server Shutdown ----- and with other variables also same results like ( game["customround"] and level.pers["customround"] )
  13. i am trying to create a custom round script ... so far i am able to give weapons to all player present on the server... but when players join after the round initiated the the round is not effecting the player who joined later ... init() { level.pers[ "customround" ] = 1; level.pers[ "customroundname"] = 0; /* customround -> 0 = off , 1 = ON customroundname -> 0 - off , 1 - sniper , 2 - knife, 3 - shotgun */ } customroundname(roundname) { players = getEntArray("player", "classname"); for(i = 0; i < players.size ; i++) { switch(roundname) { case "sniper": level.pers["customround"] = 1; level.pers["customroundname"] = 1; players[i] takeAllWeapons(); players[i] giveWeapon("m40a3_mp"); players[i] givemaxammo("m40a3_mp"); players[i] giveWeapon("remington700_mp"); players[i] givemaxammo("remington700_mp"); players[i] switchtoweapon( "m40a3_mp" ); players[i] iPrintlnBold("^1Sniper round ^2Activated"); break; case "knife": level.pers["customround"] = 1; level.pers["customroundname"] = 2; players[i] takeAllWeapons(); players[i] giveWeapon("knife_mp"); players[i] givemaxammo("knife_mp"); players[i] giveWeapon("deserteagle_mp"); players[i] SetWeaponAmmoClip( "deserteagle_mp", 0 ); players[i] switchtoweapon( "deserteagle_mp" ); players[i] iPrintln("^1Knife round ^2Activiated"); break; case "shotgun": level.pers["customround"] = 1; level.pers["customroundname"] = 3; players[i] takeAllWeapons(); players[i] giveWeapon("winchester1200_mp"); players[i] givemaxammo("winchester1200_mp"); players[i] giveWeapon("m1014_mp"); players[i] givemaxammo("m1014_mp"); players[i] switchtoweapon( "winchester1200_mp" ); players[i] iPrintln("^1Shotgun round ^2Activitated"); break; case "off": level.pers["customround"] = 0; level.pers["customroundname"] = 0; break; default: break; } code\player::init(); } } is the variable that i taken is right ? for storing round info level.pers[ "customround" ] = 1; level.pers[ "customroundname"] = 0; on what variable i need to use for storing the value about that round .... so that the players joined in the middle of the round, will also have the same (weapons and conditions ) as other players thank for any help
  14. try assigning model to each player after spawned. self detachAll(); self setModel("body_mp_usmc_assault"); self attach("head_mp_usmc_tactical_mich", "", true); self setViewmodel("viewmodel_base_viewhands"); self.voice = "american"; but after death the model will come back to normal.. so check for death and reassign model to player when respawned i think it is the solution
  15. you need have a server authenticating token for that you can get one from here https://cod4master.cod4x.me/
  16. PROBLEM SOLVED solution : needed to arrange the appropriate value in the sciptcommands.gsx when you enter in to game ,,, init.gsx will be executed and checks if the value self.pers[ "fov" ] and assigns the appropriate case value to the client. when a client executes the command then scriptcommads.gsx will be executed and assign the next self.pers[ "fov" ] = 5; due to this when client reconnects, the init.gsx executes and the case value is different to the value you assigned in the scriptcommand.gsx so the script commads.gsx value will be ignored(it doesnt matter because it is not executed yet) hence the value assigned in the init.gsx , cases will be set to the client.
  17. guys i have doubt ,,, from the above scripts .. scenario 1 : player connected -> initial fovscale 1.0 -> reconnected -> fovscale still 1.0 scenario 2: player connected -> initial fovscale 1.0 -> used !fov to increase fov say 1.3 -> reconnected -> initial fovscale move 1 step forward ( fovscale to 1.4) -> reconnected -> fovscale still 1.4 why? , how ? thanks
  18. Hi everyone, This is Free for All - PROMOD - server server name: [AL] PROMOD [DM] server ip : 13.232.24.66:28960 you can also connect by typing the below command in the console /connect algaming.tk see you there .. bye. www.algaming.tk for server status and also taking screenshots of players www.algaming.tk/screenshots for screenshots viewers www.algaming.tk/b3 to see list of commands available current gametracker rank : 277
  19. This is project will let you see the status of the cod4 server and allows to take screenshots from website installation procedure clone the files to the webroot folder or sub directory. edit the lines ' 14 to 17 ' in " index.php " edit the lines ' 14 , 15 , 16 ' in " rcon.ini.php. enjoy. see the project live in www.algaming.tk project files: https://github.com/ultra-hash/simple_cod4_status_and_screenshots_taker_from_website.git
  20. when i load b3hide plugin the g_logsync becoming 1 and cant set it back to 2
  21. sorry my bad ,, i though i was puting 1.3, 1.4 , 1.5 ..... instead i placed 3,4,5 ๐Ÿ˜… ๐Ÿ˜… ๐Ÿ˜…
  22. i tried to give cg_fovscale to more than 2 for clients with the following script init.gsx switch( self.pers[ "fov" ] ) { case 0: self setClientDvar( "cg_fovscale", 1.0 ); self setClientDvar( "cg_fov", 80 ); break; case 1: self setClientDvar( "cg_fovscale", 1.125 ); self setClientDvar( "cg_fov", 80 ); break; case 2: self setClientDvar( "cg_fovscale", 1.25 ); self setClientDvar( "cg_fov", 80 ); break; case 3: self setClientDvar( "cg_fovscale", 3.0 ); self setClientDvar( "cg_fov", 80 ); break; case 4: self setClientDvar( "cg_fovscale", 4.0 ); self setClientDvar( "cg_fov", 80 ); break; case 5: self setClientDvar( "cg_fovscale", 5.0 ); self setClientDvar( "cg_fov", 80 ); break; default: break; } sciptcommand.gsx case "fov": if( self.pers["fov"] == 1 ) { self iPrintlnBold( "Field of View Scale: ^11.0" ); self setClientDvar( "cg_fovscale", 1.0 ); self setClientDvar( "cg_fov", 80 ); self setstat( 3161, 0 ); self.pers[ "fov" ] = 0; } else if( self.pers["fov"] == 0 ) { self iPrintlnBold( "Field of View Scale: ^11.25" ); self setClientDvar( "cg_fovscale", 1.25 ); self setClientDvar( "cg_fov", 80 ); self setstat( 3161, 2 ); self.pers[ "fov" ] = 2; } else if( self.pers["fov"] == 2 ) { self iPrintlnBold( "Field of View Scale: ^11.125" ); self setClientDvar( "cg_fovscale", 1.125 ); self setClientDvar( "cg_fov", 80 ); self setstat( 3161, 3 ); self.pers[ "fov" ] = 3; } else if( self.pers["fov"] == 3 ) { self iPrintlnBold( "Field of View Scale: ^13" ); self setClientDvar( "cg_fovscale", 3.0 ); self setClientDvar( "cg_fov", 80 ); self setstat( 3161, 4 ); self.pers[ "fov" ] = 4; } else if( self.pers["fov"] == 4 ) { self iPrintlnBold( "Field of View Scale: ^14" ); self setClientDvar( "cg_fovscale", 4.0 ); self setClientDvar( "cg_fov", 80 ); self setstat( 3161, 5 ); self.pers[ "fov" ] = 5; } else if( self.pers["fov"] == 5 ) { self iPrintlnBold( "Field of View Scale: ^15" ); self setClientDvar( "cg_fovscale", 5.0 ); self setClientDvar( "cg_fov", 80 ); self setstat( 3161, 1 ); self.pers[ "fov" ] = 1; } break; hear is the result of the code ,, say 5.0 is not a valid value for dvar 'cg_fovscale' how to get it have fovscale more than 2 what i am missing. thank you
  23. what does b3hide plugin do ? is it hide " ! " commands invisible to others? or something else just curious to know thanks
  24. This is a simple screenshot viewer that I created displays images from any directory to the web browser steps to install copy both "index.php" & "file_viewer.php" to your web root folder or sub folder change the directroy in "line 10" in "index.php" change the directory in "line 4" in "file_viewer.php" enjoy. ultra-hash/screenshot-panel: displays images from any directory in the web browser (github.com) i tested both in local machine and in server (windows and ubuntu) working fine. Thank you