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Plutonium

Kalitosundefined

Kalitos

@Kalitos
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Recent Best Controversial

  • How to get the round number in SyD !Help
    Kalitosundefined Kalitos

    Sorex I was thinking about it, and if I implement it as you recommend, it would not achieve what I need, since if I connect in round 3 and it is my first appearance, I would not receive the welcome message.


  • How to get the round number in SyD !Help
    Kalitosundefined Kalitos

    Sorex Can you do an example in code?


  • How to get the round number in SyD !Help
    Kalitosundefined Kalitos

    Mr. Android 😞


  • How to get the round number in SyD !Help
    Kalitosundefined Kalitos

    Can someone help me how I get the round number in SyD mode, I ask it to know what round I am in when I reappear and from there execute certain code in a certain round.

    I have the following code:

    onPlayerSpawned()
    {
        self endon("disconnect");
    	level endon("game_ended");	
        for(;;)
        {
        	self waittill("spawned_player");    
        	if(!isDefined(self.isFirstSpawn))
    		{
    			self.isFirstSpawn = true;
    			self iprintln("^5Black Ops 2 - Script ^7| ^5Weapons ^7and ^5attachments ^7restriction ^5| ^7By: ^2Kalitos"); 
            	WelcomeMessage("^5Welcome ^7To ^2Maniacos ^7Server");
    		}                   
                   //Other code
    	}
    }
    

    What I want is that it only appears once, I tried it in TDM mode and it works, but in SYD mode it doesn't work, because I think that in each round it takes it as if it were its first appearance.


  • [Support] How do I implement Overflow Fix in my code? ! Help
    Kalitosundefined Kalitos

    I was reading that when text strings are handled, the Overflow of strings must be taken into account, and although I was reading this post in particular and it is the one that I understand the most:
    https://www.nextgenupdate.com/forums/black-ops-2-gsc-mods-scripts/915525-overflow-fix-cooljay-black-ops-iiutility.html

    I can't find where I should implement DestroyElement(); function inside my code, since obviously I didn't know about this problem and that's why I don't use the Destroy(); function

    healthPlayer ()
    {
    self endon ("disconnect");
    self.healthText = createFontString ("Objective", 1.7);
         self.healthText setPoint ("CENTER", "TOP", 300, "CENTER");
         while (true)
         {
             self.healthText setText ("^ 2HEALTH: ^ 7" + self.health);
             wait 0.25;
         }
    }
    

  • [Resource] Weapons and attachments restriction !Code
    Kalitosundefined Kalitos

    TheHiddenHour Thank you for your observation, I will try to review it.


  • [Resource] Weapons and attachments restriction !Code
    Kalitosundefined Kalitos

    I want to share what I have done these days.
    As you know, the bo2 server restrictions are not very effective especially on attachments, that's why I started to make my own script for it, of course thanks to the help of some of the people on the Forum.

    It is not very complete, but it achieves what I need.

    • Restrict weapons that are defined within the list of restricted weapons.
    • Restrict the attachments you define within the list of restricted attachments. // Except Dual Wield, it is strange, it does not recognize it.
    • Additional, disables the use of kill streaks.

    It is especially designed for a SyD game mode

    Something to keep in mind, you must remove any weapons you have restricted in the server's restricted file of restrictions. If it does not, and select a weapon that is in that file when the player appears, it will have 1 additional weapon, which will be assigned as a replacement by the server's own restraint system.

    =====
    CODE :::: UPDATE: 10/04/2020

    /*
    *	 Black Ops 2 - GSC Studio by iMCSx
    *
    *	 Creator : Kalitos
    *	 Project : Restriccion de armas
    *    Mode : Multiplayer
    *	 Date : 2020/04/05 - 13:35:30	
    *
    */	
    
    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\gametypes\_hud_message;
    
    
    init()
    {
    
    	level.loadoutkillstreaksenabled = false;
    	level.AttachmentRestrict="+silencer,+rf,+dw,+gl,+rangefinder,+fmj,+mms,+ir";
        level.WeaponRestrict= "mp7_mp,mk48_mp,qbb95_mp,lsat_mp,hamr_mp,svu_mp,as50_mp,smaw_mp,usrpg_mp";  
        level thread onPlayerConnect();  
    	 
    }
    
    onPlayerConnect()
    {	
        for(;;)
        {
            level waittill("connected", player);        
            player thread onPlayerSpawned();
            player thread doChangeClass();
         }
    }
    
    onPlayerSpawned()
    {
        self endon("disconnect");
    	level endon("game_ended");
        for(;;)
        {
        	self waittill("spawned_player");    	
        	if(!isDefined(self.isFirstSpawn))
    		{
    		self iprintln("^5Black Ops 2 - Script ^7| ^5Weapons ^7and ^5attachments ^7restriction ^5| ^7By: ^2Kalitos"); 
           	
    		}        
    	}
    }
    
    doChangeClass()
    {
       	self endon("disconnect");
       	level endon("game_ended");
    	for(;;)
    	{
    		self waittill_any("changed_class", "spawned_player");				
    		if ( level.inGracePeriod && !self.hasDoneCombat ) // used weapons check?
    		{
    			//player.checkChangeClass = true;
    			changeWeaponsOnClass();
    			self notify ("change_class_complete");
    		}
    	}
    }
    
    
    getNumClass(class)
    {
    	if ( issubstr( class, "CLASS_CUSTOM" ) )
    			{				
    				switch ( class )
    				{
    					case "CLASS_CUSTOM1": 
    						class_num1=0;
    						 break;    
    					case "CLASS_CUSTOM2": 
    						class_num1=1;
    						 break;    
    					case "CLASS_CUSTOM3": 
    						class_num1=2;
    						 break;    
    					case "CLASS_CUSTOM4": 
    						class_num1=3;
    						 break;    
    					case "CLASS_CUSTOM5": 
    						class_num1=4;
    						 break;    
    					case "CLASS_CUSTOM6": 
    						class_num1=5;
    						 break;    
    					case "CLASS_CUSTOM7": 
    						class_num1=6;
    						 break;    
    					case "CLASS_CUSTOM8": 
    						class_num1=7;
    						 break;    
    					case "CLASS_CUSTOM9": 
    						class_num1=8;
    						 break;    
    					case "CLASS_CUSTOM10": 
    						class_num1=9;
    						 break;    						
    					default : 						
    						 break;    
    				}				
    				return class_num1;
    			}
    			else
    			{
    				return level.classtoclassnum[class ];
    			}
    }
    
    changeWeaponsOnClass()
    {
    	//self endon("disconnect");
    	//level endon("game_ended");
    	//self endon("round_ended");
    	self endon("change_class_complete");
    	
    		class_num1 = getNumClass(self.class);
    		weaponP = self getloadoutweapon( class_num1, "primary" );
    		weaponS = self getloadoutweapon( class_num1, "secondary" );
    		//self iprintln(weaponP + " :: " + weaponS);
    		//self getloadoutitem( class_num, "primarygrenadecount" );					
    		NWeaponP= getClearWeaponAttachment(weaponP); // Remove all attachment restrict
    		NweaponS= getClearWeaponAttachment(weaponS); // Remove all attachment restrict	
    		if(NWeaponP!=weaponP)
    		{
    			self takeWeapon(weaponP);
    			self giveWeapon(NWeaponP);
    			self switchToWeapon(NWeaponP);			
    		}
    		if(NWeaponS!=weaponS)
    		{
    			self takeWeapon(weaponS);
    			self giveWeapon(NWeaponS);
    		}else
    		{  
    			restriccionAt = strTok(level.AttachmentRestrict,",");
    			arrayWeapon = strTok(Weapon,"+");
    			if(isInArray(arrayWeapon,"+dw")) // If pistol has +dw
    			{
    				if (getWeaponClassOfArray(weaponS) == "weapon_pistol" && getSizeArrayWeaponSrTok(weaponS)==1)
    				{
    					self takeWeapon(weaponS);
    					self giveWeapon("beretta93r_mp");
    				}		
    			}
    			
    								
    		}
    }
    
    getSizeArrayWeaponSrTok(array)
    {
    	arrayWeapon = strTok(array,"+");
    	return arrayWeapon.size;
    }
    
    getWeaponClassOfArray(Weapon)
    {
    	arrayWeapon = strTok(Weapon,"+");
    	return getWeaponClass(arrayWeapon[0]);
    }
    
    getClearWeaponAttachment(Weapon)
    {
    	restriccionAt = strTok(level.AttachmentRestrict,",");
    	arrayWeapon = strTok(Weapon,"+");
    	NewWeapon = "";
    	
    	if (checkWeaponNotAllowed(Weapon)==1) // If is a weapon restrict
    		{
    			arrayWeapon[0]= getWeaponAllowed(Weapon); // Replace weapon with aleatory weapon allowed ( Same Type that weapon restrict )			
    		}
    	
    	for (j=0;j<	arrayWeapon.size; j++)
    	{
    		if(j==0) // Is the weapon
    		{
    			temp=arrayWeapon[j];
    		}else
    		{
    			temp="+"+arrayWeapon[j];
    		}
    		if(!isInArray(restriccionAt, temp))
    		{
    			NewWeapon=NewWeapon+temp;
    		}
    	}
    	
    	return NewWeapon;
    }
    
    
    checkWeaponNotAllowed(Weapon)
    {
    	restriccionWeapon = strTok(level.WeaponRestrict,",");
    	arrayWeapon = strTok(Weapon,"+");
    	if(isInArray(restriccionWeapon, arrayWeapon[0]))
    		{			
    			return 1;
    		}
    
     	return 0;
    }
    
    getWeaponAllowed(Weapon)
    {
    	restriccionWeapon = strTok(level.WeaponRestrict,",");
    	arrayWeapon = strTok(Weapon,"+");
    	arrayWeaponAllowed=WeaponsArray(getWeaponClass(arrayWeapon[0]));
    	randomWeapon= "";
    	while(true)
    	{
    		randomWeaponIndex = randomInt(arrayWeaponAllowed.size);
    		randomWeapon = arrayWeaponAllowed[randomWeaponIndex];
    		if(!isInArray(restriccionWeapon,randomWeapon))
    		{
    		 break;
    		}
    	}
    	
    	return randomWeapon;
    }
    
    WeaponsArray(category)
    {
    level.WeaponArray["All"][0] = "tar21_mp";
    level.WeaponArray["All"][1] = "type95_mp";
    level.WeaponArray["All"][2] = "sig556_mp";
    level.WeaponArray["All"][3] = "sa58_mp";
    level.WeaponArray["All"][4] = "hk416_mp";
    level.WeaponArray["All"][5] = "scar_mp";
    level.WeaponArray["All"][6] = "saritch_mp";
    level.WeaponArray["All"][7] = "xm8_mp";
    level.WeaponArray["All"][8] = "an94_mp";
    level.WeaponArray["All"][9] = "peacekeeper_mp";
    level.WeaponArray["All"][10] = "870mcs_mp";
    level.WeaponArray["All"][11] = "saiga12_mp";
    level.WeaponArray["All"][12] = "ksg_mp";
    level.WeaponArray["All"][13] = "srm1216_mp";
    level.WeaponArray["All"][14] = "mk48_mp";
    level.WeaponArray["All"][15] = "qbb95_mp";
    level.WeaponArray["All"][16] = "lsat_mp";
    level.WeaponArray["All"][17] = "hamr_mp";
    level.WeaponArray["All"][18] = "mp7_mp";
    level.WeaponArray["All"][19] = "pdw57_mp";
    level.WeaponArray["All"][20] = "vector_mp";
    level.WeaponArray["All"][21] = "insas_mp";
    level.WeaponArray["All"][22] = "qcw05_mp";
    level.WeaponArray["All"][23] = "evoskorpion_mp";
    level.WeaponArray["All"][24] = "svu_mp";
    level.WeaponArray["All"][25] = "dsr50_mp";
    level.WeaponArray["All"][26] = "ballista_mp";
    level.WeaponArray["All"][27] = "as50_mp";
    level.WeaponArray["All"][28] = "fiveseven_mp";
    level.WeaponArray["All"][29] = "fnp45_mp";
    level.WeaponArray["All"][30] = "beretta93r_mp";
    level.WeaponArray["All"][31] = "judge_mp";
    level.WeaponArray["All"][32] = "kard_mp";
    level.WeaponArray["All"][33] = "smaw_mp";
    level.WeaponArray["All"][34] = "usrpg_mp";
    level.WeaponArray["All"][35] = "fhj18_mp";
    level.WeaponArray["All"][36] = "crossbow_mp";
    level.WeaponArray["All"][37] = "knife_ballistic_mp";
    level.WeaponArray["All"][38] = "knife_held_mp";
    level.WeaponArray["All"][39] = "frag_grenade_mp";
    level.WeaponArray["All"][40] = "hatchet_mp";
    level.WeaponArray["All"][41] = "sticky_grenade_mp";
    level.WeaponArray["All"][42] = "satchel_charge_mp";
    level.WeaponArray["All"][43] = "bouncingbetty_mp";
    level.WeaponArray["All"][44] = "claymore_mp";
    level.WeaponArray["All"][45] = "flash_grenade_mp";
    level.WeaponArray["All"][46] = "smoke_center_mp";
    level.WeaponArray["All"][47] = "concussion_grenade_mp";
    level.WeaponArray["All"][48] = "emp_grenade_mp";
    level.WeaponArray["All"][49] = "sensor_grenade_mp";
    level.WeaponArray["All"][50] = "pda_hack_mp";
    level.WeaponArray["All"][51] = "tactical_insertion_mp";
    level.WeaponArray["All"][52] = "proximity_grenade_mp";
    level.WeaponArray["Assault"][0] = "tar21_mp";
    level.WeaponArray["Assault"][1] = "type95_mp";
    level.WeaponArray["Assault"][2] = "sig556_mp";
    level.WeaponArray["Assault"][3] = "sa58_mp";
    level.WeaponArray["Assault"][4] = "hk416_mp";
    level.WeaponArray["Assault"][5] = "scar_mp";
    level.WeaponArray["Assault"][6] = "saritch_mp";
    level.WeaponArray["Assault"][7] = "xm8_mp";
    level.WeaponArray["Assault"][8] = "an94_mp";
    level.WeaponArray["Assault"][9] = "peacekeeper_mp";
    level.WeaponArray["Shotgun"][0] = "870mcs_mp";
    level.WeaponArray["Shotgun"][1] = "saiga12_mp";
    level.WeaponArray["Shotgun"][2] = "ksg_mp";
    level.WeaponArray["Shotgun"][3] = "srm1216_mp";
    level.WeaponArray["LMG"][0] = "mk48_mp";
    level.WeaponArray["LMG"][1] = "qbb95_mp";
    level.WeaponArray["LMG"][2] = "lsat_mp";
    level.WeaponArray["LMG"][3] = "hamr_mp";
    level.WeaponArray["SMG"][0] = "mp7_mp";
    level.WeaponArray["SMG"][1] = "pdw57_mp";
    level.WeaponArray["SMG"][2] = "vector_mp";
    level.WeaponArray["SMG"][3] = "insas_mp";
    level.WeaponArray["SMG"][4] = "qcw05_mp";
    level.WeaponArray["SMG"][5] = "evoskorpion_mp";
    level.WeaponArray["Sniper"][0] = "svu_mp";
    level.WeaponArray["Sniper"][1] = "dsr50_mp";
    level.WeaponArray["Sniper"][2] = "ballista_mp";
    level.WeaponArray["Sniper"][3] = "as50_mp";
    level.WeaponArray["Pistol"][0] = "fiveseven_mp";
    level.WeaponArray["Pistol"][1] = "fnp45_mp";
    level.WeaponArray["Pistol"][2] = "beretta93r_mp";
    level.WeaponArray["Pistol"][3] = "judge_mp";
    level.WeaponArray["Pistol"][4] = "kard_mp";
    level.WeaponArray["Launcher"][0] = "smaw_mp";
    level.WeaponArray["Launcher"][1] = "usrpg_mp";
    level.WeaponArray["Launcher"][2] = "fhj18_mp";
    level.WeaponArray["Special"][0] = "crossbow_mp";
    level.WeaponArray["Special"][1] = "knife_ballistic_mp";
    level.WeaponArray["Special"][2] = "knife_held_mp";
    level.WeaponArray["Lethal"][0] = "frag_grenade_mp";
    level.WeaponArray["Lethal"][1] = "hatchet_mp";
    level.WeaponArray["Lethal"][2] = "sticky_grenade_mp";
    level.WeaponArray["Lethal"][3] = "satchel_charge_mp";
    level.WeaponArray["Lethal"][4] = "bouncingbetty_mp";
    level.WeaponArray["Lethal"][5] = "claymore_mp";
    level.WeaponArray["Tactical"][0] = "flash_grenade_mp";
    level.WeaponArray["Tactical"][1] = "smoke_center_mp";
    level.WeaponArray["Tactical"][2] = "concussion_grenade_mp";
    level.WeaponArray["Tactical"][3] = "emp_grenade_mp";
    level.WeaponArray["Tactical"][4] = "sensor_grenade_mp";
    level.WeaponArray["Tactical"][5] = "pda_hack_mp";
    level.WeaponArray["Tactical"][6] = "tactical_insertion_mp";
    level.WeaponArray["Tactical"][7] = "proximity_grenade_mp";
    
    if (category == "All")
    return level.WeaponArray["All"];
    else if(category == "weapon_assault")
    return level.WeaponArray["Assault"];
    else if(category == "weapon_shotgun")
    return level.WeaponArray["Shotgun"];
    else if(category == "weapon_lmg")
    return level.WeaponArray["Assault"]; //Replace with assault if you block all LMG
    else if(category == "weapon_smg")
    return level.WeaponArray["SMG"];
    else if(category == "weapon_sniper")
    return level.WeaponArray["Sniper"];
    else if(category == "weapon_pistol")
    return level.WeaponArray["Pistol"];
    else if(category == "weapon_launcher")
    return level.WeaponArray["Pistol"]; // Replace with pistol if you block all launchers
    else if(category == "weapon_special")
    return level.WeaponArray["Special"];
    else if(category == "weapon_grenade")
    return level.WeaponArray["Lethal"];
    else if(category == "Tactical")
    return level.WeaponArray["Tactical"];
    }

  • How do you create a hud element?
    Kalitosundefined Kalitos

    Vulture Aid You can create it using this:

    self.Text = createFontString ("Objective", 1.7); // Only client-- to Server Message use createServerFontString
    self.Text setPoint ("CENTER", "TOP", 300, "CENTER"); // Position
    self.Text setText ("Your text here"); // Message
    

  • Help Me Out But Random How To Set PassWord On My Server And Limit Ping Plz Help People Joining With High Pings :(
    Kalitosundefined Kalitos

    Navi_2K You must uncomment those lines.
    That is, remove the "//" so that the server takes as configuration lines.
    They look like this:

    g_password "raxstar"

    Regarding Ping, the same file tells you that it does not work quite well, despite you activating it. But you can try.


  • [Support] Some function to get the name of the weapon in the code
    Kalitosundefined Kalitos

    There is some other function that allows me to get the full name of a weapon in the code.
    I am using this function:

    weaponP = self getloadoutweapon (class_num1, "primary");
    

    Where class_num1 is the number of the player's class you have selected, with this I get the name of the player's primary weapon, but there is a problem when I get the secondary weapon

    weaponS = self getloadoutweapon (class_num1, "secondary");

    If the secondary weapon has a silencer, the function returns me:
    fnp45_mp + silencer

    But if the weapon has Dual Wield, The function just returns me
    fnp45_mp, as if the weapon didn't have it.


  • [OUTDATED] BO2 Custom Classes + Custom Classes Tool Generator
    Kalitosundefined Kalitos

    Sorex Great job. It works now. Cool


  • [Support] Get weapon category from weapon array
    Kalitosundefined Kalitos

    TheHiddenHour Good answer. I agree with you.
    I will use the existing function
    And I will change the array names I showed to match this function:

    getWeaponCategory(weapon) {
    	weap_class = getWeaponClass(weapon);
    	switch(weap_class) {
    		case "weapon_sniper":
    			return "Sniper";
    		case "weapon_smg":
    			return "SMG";
    		case "weapon_rifle":
    			return "Assault Rifle";
    		// etc, etc, etc...
    	}
    }
    

  • [Support] Get weapon category from weapon array
    Kalitosundefined Kalitos

    TheHiddenHour You read my mind. 😊
    How would you do it?😧


  • [OUTDATED] BO2 Custom Classes + Custom Classes Tool Generator
    Kalitosundefined Kalitos

    Sorex There is a problem with your tool, every time I choose a secondary weapon in the code, it repeats the primary weapon in the secondary and adds the accessories, you can see in the image of the same post.

    Also I can't choose not to put a secondary weapon, don't let me ..


  • [Support] Get weapon category from weapon array
    Kalitosundefined Kalitos

    I have the following matrix, where all the weapons are, in which I would like a function to which I give the weapon and it returns the category

    level.WeaponArray["Assault Rifle"][0] = "tar21_mp";
    level.WeaponArray["Assault Rifle"][1] = "type95_mp";
    level.WeaponArray["Assault Rifle"][2] = "sig556_mp";
    level.WeaponArray["Assault Rifle"][3] = "sa58_mp";
    level.WeaponArray["Assault Rifle"][4] = "hk416_mp";
    level.WeaponArray["Assault Rifle"][5] = "scar_mp";
    level.WeaponArray["Assault Rifle"][6] = "saritch_mp";
    level.WeaponArray["Assault Rifle"][7] = "xm8_mp";
    level.WeaponArray["Assault Rifle"][8] = "an94_mp";
    level.WeaponArray["Assault Rifle"][9] = "peacekeeper_mp";
    level.WeaponArray["Shotgun"][0] = "870mcs_mp";
    level.WeaponArray["Shotgun"][1] = "saiga12_mp";
    level.WeaponArray["Shotgun"][2] = "ksg_mp";
    level.WeaponArray["Shotgun"][3] = "srm1216_mp";
    level.WeaponArray["LMG"][0] = "mk48_mp";
    level.WeaponArray["LMG"][1] = "qbb95_mp";
    level.WeaponArray["LMG"][2] = "lsat_mp";
    level.WeaponArray["LMG"][3] = "hamr_mp";
    level.WeaponArray["SMG"][0] = "mp7_mp";
    level.WeaponArray["SMG"][1] = "pdw57_mp";
    level.WeaponArray["SMG"][2] = "vector_mp";
    level.WeaponArray["SMG"][3] = "insas_mp";
    level.WeaponArray["SMG"][4] = "qcw05_mp";
    level.WeaponArray["SMG"][5] = "evoskorpion_mp";
    level.WeaponArray["Sniper"][0] = "svu_mp";
    level.WeaponArray["Sniper"][1] = "dsr50_mp";
    level.WeaponArray["Sniper"][2] = "ballista_mp";
    level.WeaponArray["Sniper"][3] = "as50_mp";
    level.WeaponArray["Pistol"][0] = "fiveseven_mp";
    level.WeaponArray["Pistol"][1] = "fnp45_mp";
    level.WeaponArray["Pistol"][2] = "beretta93r_mp";
    level.WeaponArray["Pistol"][3] = "judge_mp";
    level.WeaponArray["Pistol"][4] = "kard_mp";
    level.WeaponArray["Launcher"][0] = "smaw_mp";
    level.WeaponArray["Launcher"][1] = "usrpg_mp";
    level.WeaponArray["Launcher"][2] = "fhj18_mp";
    level.WeaponArray["Special"][0] = "crossbow_mp";
    level.WeaponArray["Special"][1] = "knife_ballistic_mp";
    level.WeaponArray["Special"][2] = "knife_held_mp";
    level.WeaponArray["Lethal"][0] = "frag_grenade_mp";
    level.WeaponArray["Lethal"][1] = "hatchet_mp";
    level.WeaponArray["Lethal"][2] = "sticky_grenade_mp";
    level.WeaponArray["Lethal"][3] = "satchel_charge_mp";
    level.WeaponArray["Lethal"][4] = "bouncingbetty_mp";
    level.WeaponArray["Lethal"][5] = "claymore_mp";
    level.WeaponArray["Tactical"][0] = "flash_grenade_mp";
    level.WeaponArray["Tactical"][1] = "smoke_center_mp";
    level.WeaponArray["Tactical"][2] = "concussion_grenade_mp";
    level.WeaponArray["Tactical"][3] = "emp_grenade_mp";
    level.WeaponArray["Tactical"][4] = "sensor_grenade_mp";
    level.WeaponArray["Tactical"][5] = "pda_hack_mp";
    level.WeaponArray["Tactical"][6] = "tactical_insertion_mp";
    level.WeaponArray["Tactical"][7] = "proximity_grenade_mp";
    

  • (HELP)How i can install IW4MADMIN on my server?
    Kalitosundefined Kalitos

    adriango There is a guide here:
    https://github.com/RaidMax/IW4M-Admin/blob/master/README.md


  • [Support] Split function for handling text strings
    Kalitosundefined Kalitos

    TheHiddenHour It is just what I need. Thank you.
    One last question.
    Is the syntax of this line correct?

    arratNewWeapon[array.size]=temp;
    

    Or it should be like this:

    arratNewWeapon[arratNewWeapon.size]=temp;
    

  • [Support] Split function for handling text strings
    Kalitosundefined Kalitos

    TheHiddenHour excellent, just what I'm looking for, I thank you.
    Now, you know of some function that helps me to know if a certain word is inside an array that contains a word in each position.


  • [Support] Split function for handling text strings
    Kalitosundefined Kalitos

    There is some function to separate a certain text string based on a specific character, something like this:
    split ("String / dlkf / lkdf / ks", "/");

    For each "/" add me to an array


  • BSOD when changing map / finish a game
    Kalitosundefined Kalitos

    bigzolly I suggest you download the base files from the game again and implement the configuration files from your server. and don't delete any files and try there. since you mentioned that you also deleted some files to save space.

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