Search found 314 matches

by LouMan
Tue Apr 10, 2007 2:56 am
Forum: Works In Progress
Topic: Coming Soon (Hopefully) - Home Sweet Home
Replies: 18
Views: 6250

Coming Soon (Hopefully) - Home Sweet Home

The attached screenshots show a few previews of the new map I've started, called "Home Sweet Home". It is a giant version of a roughly approximated house (my own). The map is about 75% complete and will have about 50+ textures associated with it. So far, the textures total around 2 MB. There are abo...
by LouMan
Tue Feb 20, 2007 4:27 am
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21040

Revision 1.6

Attached is Revision 1.6 of Metropolis.

* Added inside coordinates to buildings to prevent flag spawns and players lagging into them.

If there are any problems with the map, please let me know and I will fix asap.
by LouMan
Wed Feb 07, 2007 9:48 pm
Forum: Enhancements
Topic: Mirrored Surfaces?
Replies: 3
Views: 1737

Mirrored Surfaces?

I think that it would be useful and fun to be able to make a mesh surface reflective. I realize that it is possible to make the ground reflective using the mirror option, but wouldn't it be fun to turn around a corner, see yourself, and shoot - only to have the ricochet kill you? :wink: I have consi...
by LouMan
Mon Feb 05, 2007 10:01 pm
Forum: Plug-in Development
Topic: API function wishlist
Replies: 26
Views: 13089

It would be very interesting to generally affect tank physics (gravity, speed, etc.) from the API. Even better (but impossible as far as I know) would be to individually affect tank physics; you could create low gravity zones, etc.
by LouMan
Sat Feb 03, 2007 3:04 pm
Forum: Help: Map Making
Topic: Hollow sphere
Replies: 4
Views: 1543

Probably, but want you really want is an inverted sphere (don't need the outside of the sphere if all players are inside). Texturing can be a challenge; is there some sort of texture you had in mind? Also, how big is the sphere to be?
by LouMan
Sat Feb 03, 2007 2:58 am
Forum: Help: Map Making
Topic: Hollow sphere
Replies: 4
Views: 1543

I can easily make one for you if you want, but what would you use a hollow sphere for? How would a player get inside? If you want one made, let me know what size, texture, etc. you need.
by LouMan
Sat Jan 27, 2007 4:58 am
Forum: Plug-in Development
Topic: API_DOCS: Flag controll functions
Replies: 7
Views: 4458

Yes, absolutely. Already used them ;)

Thanks so much!
by LouMan
Fri Jan 26, 2007 10:53 pm
Forum: Plug-in Releases
Topic: Team Flag Reset
Replies: 7
Views: 6279

This plugin has been upgraded to version 2.1 JeffM2501 added capability to individually reset flags to the API, so I modified code such that only the team flag that sits idle too long resets, instead of a general flag reset. To use this plugin, you must obtain the latest CVS 2.0 branch code and comp...
by LouMan
Thu Jan 25, 2007 3:06 am
Forum: Plug-in Releases
Topic: Keep Away
Replies: 7
Views: 5830

Look for LouMan's Keep Away in the server list ;)
by LouMan
Thu Jan 25, 2007 2:33 am
Forum: Plug-in Releases
Topic: Keep Away
Replies: 7
Views: 5830

Keep Away

keepaway plugin Author: LouMan Description: See below. Min Version: Latest CVS 2.0 branch code (to compile), bzfs 2.0.8 ** NOTE: the plugin is committed to CVS; can be obtained there. Credit to JeffM2501 for custom map object code (from flagStay plugin) and Thumper for the brilliant idea :) The plug...
by LouMan
Tue Jan 23, 2007 12:47 am
Forum: Plug-in Releases
Topic: Timed CTF
Replies: 11
Views: 7047

Upgraded plugin to version 2.1: added local sounds for when time runs out (standard CTF sounds).
by LouMan
Tue Jan 23, 2007 12:36 am
Forum: Plug-in Releases
Topic: King Of The Hill
Replies: 6
Views: 5606

Upgraded plugin to version 2.2: added local sounds for team grabs, hill taken, etc. (standard CTF sounds).
by LouMan
Sat Jan 20, 2007 2:58 pm
Forum: Plug-in Releases
Topic: wwzones
Replies: 13
Views: 9343

wwzones has been updated to version 2.0 (see above). I reconfigured code to allow for 'delaytime <seconds>' to be added to map file parameters and functionalized some of the more common tasks in the tickEvent code.
by LouMan
Fri Jan 19, 2007 12:00 am
Forum: Plug-in Releases
Topic: King Of The Hill
Replies: 6
Views: 5606

King Of The Hill

koth plugin Author: LouMan Description: See below. Min Version: Latest CVS 2.0 branch code (to compile), bzfs 2.0.8 ** NOTE: the plugin is committed to CVS; can be obtained there. Credit to JeffM2501 for base zone and custom map object code (from flagStay plugin), which I have modified to fit this a...
by LouMan
Thu Jan 18, 2007 11:50 pm
Forum: Help: Map Making
Topic: -loadplugin
Replies: 8
Views: 2721

It should be something like,

bzfs -loadplugin Playerpausemakegamepause.dll

...assuming that you have no other options and that the .dll is in the same directory as your bzfs application.
by LouMan
Wed Jan 17, 2007 10:54 pm
Forum: Plug-in Releases
Topic: wwzones
Replies: 13
Views: 9343

The plugin will trigger a shockwave (or any other world weapon) wherever you want, whenever a player enters a defined volume in the map (could be the top of a box or anything, really). btw - I'm still trying to debug my King Of The Hill plugin; when I finish that, I'll try to incorporate the delay y...
by LouMan
Sun Jan 14, 2007 3:02 pm
Forum: Plug-in Releases
Topic: wwzones
Replies: 13
Views: 9343

I found that the tilt and direction in the API world weapon function is specified in radians, not degrees. I updated the plugin (see above) to version 1.1 and it will automatically convert to degrees to radians. Your map code (below) should work ok with version 1.1 of the plugin. wwzone cylinder 0 0...
by LouMan
Thu Jan 11, 2007 9:02 pm
Forum: Plug-in Releases
Topic: wwzones
Replies: 13
Views: 9343

wwzones

wwzones plugin version 2.0 Author: LouMan (modified from 'flagStay' code written by JeffM2501) Description: See below. Min Version: Latest CVS 2.0 branch code (to compile), bzfs 2.0.8 ** NOTE: the plugin is committed to CVS; can be obtained there. Credit to JeffM2501 for base zone and custom map obj...
by LouMan
Thu Jan 11, 2007 8:56 pm
Forum: Plug-in Development
Topic: void bz_setMaxWaitTime ( float time ) function
Replies: 4
Views: 2941

Thanks so much! I think I was also using it in the wrong context as well - I moved the function into my event code and it seems to work ok now. (see plugin releases - wwzones) BTW - I used your (JeffM) code for flagStay as a base for the new plugin - I hope that it's ok. I gave credit where I could....
by LouMan
Thu Jan 11, 2007 10:31 am
Forum: Plug-in Development
Topic: void bz_setMaxWaitTime ( float time ) function
Replies: 4
Views: 2941

void bz_setMaxWaitTime ( float time ) function

Does anyone know why I get compile errors when I try to use the function: void bz_setMaxWaitTime ( float time ); used in the following way: bz_setMaxWaitTime ( 0.5 ); ? The compile errors I get are as follows: error C4430: missing type specifier - int assumed. Note: C++ does not support default-int ...
by LouMan
Wed Jan 10, 2007 2:04 am
Forum: Plug-in Releases
Topic: Team Flag Reset
Replies: 7
Views: 6279

oops :oops: thanks!
by LouMan
Tue Jan 09, 2007 3:32 am
Forum: Plug-in Releases
Topic: Team Flag Reset
Replies: 7
Views: 6279

Original post updated with new version (2.0) - see description above.
by LouMan
Tue Jan 09, 2007 2:44 am
Forum: Plug-in Releases
Topic: Timed CTF
Replies: 11
Views: 7047

I have updated the original post with version 2.0 of the timedctf plugin - see above for description :)
by LouMan
Mon Jan 08, 2007 9:50 pm
Forum: Plug-in Releases
Topic: Timed CTF
Replies: 11
Views: 7047

I am nearly complete with the updates - just need to test them a little more. I have added an explicit command for ctfcaptime (and removed the ctfcaptime+, ctfcaptime-, etc. commands), made it possible to assign ctfcaptime on plugin load and made new commands for "ctfcaptimeon", "fairctfon" and "fai...
by LouMan
Mon Jan 08, 2007 12:50 am
Forum: Plug-in Releases
Topic: Timed CTF
Replies: 11
Views: 7047

Thanks for the feedback :)

#3: Already done and should work (see original post); /ctfcaptimeoff will disable timer, but fair ctf will still work. Did you mean fair CTF too?

#2: I am already looking into this - should have something soon.

#1: Ditto.

:) Thanks again!