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what is MSMTL? MSMTL is a DXMTL add-on
with some added markistan themes and tons of new features.
Whats New)
lots of new executable commands, most of them for admins tho, a pming system, ranks,
new weapons, skins, foods, double jumping, and new GADGETS!!!
Kaiden wrote:For those wondering:
Quote:
what is MSMTL? MSMTL is a DXMTL add-on
with some added markistan themes and tons of new features.
Whats New)
lots of new executable commands, most of them for admins tho, a pming system, ranks,
new weapons, skins, foods, double jumping, and new GADGETS!!!
Sounds cool.
~SaSQuAtCH~ wrote:Thanks for the mod, looking forward to test it online, is there a server that hosts it regularly?
DxPlayer wrote:O.o Wow.... I didn't know about that
WCCC wrote:to DxPlayer: two problems with the two servers hosting it, A. mirk server is going to shut down any day now if it hasn't already, brad quit dx. and B. ksn server is run by 90s now so if i wanted to get him to install it, i'd have to put up with him calling it gay, arguing at every point possible, saying he could do better even tho hes a pretty nubby coder, and then waiting a week and a half before he finally installs it, only to have him install it wrong, call the mod broken, and uninstall it and call me various different words for a homosexual, then i'd finally get him to follow the readme, he'd install it wrong at least two more times before getting it right, have him call it gay again, possibly uninstall it, and then have him try to steal my code possibly. quit simply, if i ever give him a version im going to protect the code first, make the readme extra easy to follow, rename the mod, and prepare counter rants for all his f*g-bagging. it's too much hassle ATM so i think i might just have to host my own server lol.
DxPlayer wrote:WCCC wrote:to DxPlayer: two problems with the two servers hosting it, A. mirk server is going to shut down any day now if it hasn't already, brad quit dx. and B. ksn server is run by 90s now so if i wanted to get him to install it, i'd have to put up with him calling it gay, arguing at every point possible, saying he could do better even tho hes a pretty nubby coder, and then waiting a week and a half before he finally installs it, only to have him install it wrong, call the mod broken, and uninstall it and call me various different words for a homosexual, then i'd finally get him to follow the readme, he'd install it wrong at least two more times before getting it right, have him call it gay again, possibly uninstall it, and then have him try to steal my code possibly. quit simply, if i ever give him a version im going to protect the code first, make the readme extra easy to follow, rename the mod, and prepare counter rants for all his f*g-bagging. it's too much hassle ATM so i think i might just have to host my own server lol.I just read the part u wrote to me
WCCC wrote:to DJ: the funny thing is i actually DID override the dojump function, and because it doesn't use the dxmtl movement fix or whatever for adding velocity, it does in fact turn out a little ugly.
ActionEventBETA wrote:
var int NumJumps;
//Important, or else it gets messy on MP.
replication
{
// Vars the client sends to the server.
reliable if( Role<ROLE_Authority )
NumJumps;
}
//Whenever client restarts, reset the jump.
function ClientReStart()
{
ResetJump();
Super.ClientReStart();
}
//Whenever we're landed, Reset the jump. So it doesn't bug with infinite jumps/no jumps at all.
function Landed(vector HitNormal)
{
Super.Landed(HitNormal);
ResetJump();
}
//Whenever we're killed, Reset the jump. So no bugs etc.
function Killed(pawn Killer, pawn Other, name damageType)
{
Super.Killed(Killer, Other, damageType);
ResetJump();
}
//ResetJump function makes the NumJumps to 0.
function ResetJump()
{
NumJumps = 0;
}
//Called when we walk.
state PlayerWalking
{
ignores SeePlayer, HearNoise, Bump;
//Whenever we press jump:
exec function Jump( optional float F )
{
if ( !bShowMenu && (Level.Pauser == PlayerReplicationInfo.PlayerName) )
SetPause(False);
else
{
bPressedJump = true;
//Increase the count whenever we jump.
NumJumps++;
}
}
//Called when jump key is pressed.
function DoJump( optional float F )
{
//If the jump is only one, and we're walking, make us jump.
if(NumJumps == 1 && Physics == PHYS_Walking)
{
Super.DoJump(F);
}
// Double jump, When the jump is pressed the second time, Double Jump.
else if (NumJumps == 2)
{
Velocity.Z = JumpZ*1.4;
}
}
}
~DJ~ wrote:WCCC wrote:to DJ: the funny thing is i actually DID override the dojump function, and because it doesn't use the dxmtl movement fix or whatever for adding velocity, it does in fact turn out a little ugly.
Sorry, I dint meant DoJump in THAT way.. Putting it on PlayerWalking is what I did..
I haven't also read any other post at all. I am a lazy bastard.
(nor have I fully checked your code lmao)
Anyway..
My Action-Event mod was on DXMTL too, so try this code:ActionEventBETA wrote:*lalcode*
EDIT: It doesn't play any sound, cos I dint added one, you can add if you want. I'd recommend adding different sound rather than jump, something like MaleLand sound, so the double jump makes another sound, it'll look better, trust me.
ActionEventBETA - p@ched. wrote:state PlayerWalking
{
ignores SeePlayer, HearNoise, Bump;
//Whenever we press jump:
exec function Jump( optional float F )
{
if ( !bShowMenu && (Level.Pauser == PlayerReplicationInfo.PlayerName) )
SetPause(False);
else
{
bPressedJump = true;
//Increase the count whenever we jump.
NumJumps++;
}
}
//Called when jump key is pressed.
function DoJump( optional float F )
{
local Vector tEnd;
if(NumJumps>2)
{
tEnd.Z-=CollisionHeight+2;
if(fastTrace(tEnd)) // If we're stuck on the floor unable to jump...
{
numJumps=0; // reset our jump count!
}
}
//If the jump is only one, and we're walking, make us jump.
if(NumJumps == 1 && Physics == PHYS_Walking)
{
Super.DoJump(F);
}
// Double jump, When the jump is pressed the second time, Double Jump.
else if (NumJumps == 2)
{
Velocity.Z = JumpZ*1.4;
}
}
}