Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 11/16/2021 in all areas

  1. 1 point
    I can’t remember sorry, I’ve not worked on this project in a while, I can quickly read through the source code later to see what could be causing the issue.
  2. 1 point
    GetChaRespawnPoint is declared to return a String, and takes only 1 argument which is a pointer to the main character, you're not passing the second param at all also why this approach? I'd go with the current declaration you only need a pointer to the player 1- Get char's current map if the map is "CTF" continue parsing else return 2- get the side (you already did) 3- respawn the character on the correct side. so I'd do the following: g_CParser.DoString("GetChaRespawnPoint", enumSCRIPT_RETURN_STRING, 1, enumSCRIPT_PARAM_LIGHTUSERDATA, 1, pCMainCha, DOSTRING_PARAM_END) szSpawn = g_CParser.GetReturnString(0); if (!strcmp(szSpawn, "")) // you should return an empty string to indicate normal flow, i.e execute the default action for spawning/re-spawning { pSBirthP = GetRandBirthPoint(GetLogName(), szSpawn); // get coords from birth_conf pCMainCha->SwitchMap(pCMap, szSpawn, pSBirthP->x * 100,pSBirthP->y * 100, false, chSwitchType, lMapCpyNO); // coords multiplied by 100 if you're using arbitrary coords i.e coords drawn on the GUI "Map Interface", and it is the case for all maps saved in "birth\birth_conf.lua" return; // we're done, exit the function } else { if (!szCityName || !strcmp(szCityName, "")) pCMainCha->ResetBirthInfo(); else { SBirthPoint *pSBirthP; pSBirthP = GetRandBirthPoint(GetLogName(), szCityName); SetBirthMap(pSBirthP->szMapName); SetPos(pSBirthP->x * 100, pSBirthP->y * 100); } pCMainCha->SwitchMap(pCMap, pCMainCha->GetBirthMap(), pCMainCha->GetPos().x, pCMainCha->GetPos().y, false, chSwitchType, lMapCpyNO); } function GetChaRespawnPoint(Player) local ret = "" if GetChaMapName(Player) == "CTF" then local SideID = GetChaSideID(Player) if (SideID == 1) then ret = CTF.Spawns[2].Spawn -- I'd assume that those are defined in your current lua file which lead to similiar declarations in your birth_conf.lua else ret = CTF.Spawns[1].Spawn end return ret end
  3. 1 point
    the server is perfect... too bad there is a scammer on the staff (Denys)
  4. 1 point
    Hi, I've been working on a tool that can be used to convert .lab animation files to a format that can be used by all modern 3d animation software like Blender. At the moment, the conversion from .lab to .dae (the format I chose, collada) is functional, and I am working on the reverse conversion so your changes to the animation keyframes and joints can be reflected in the game. I've hit a small snag due to my limited understanding of 3d animation and dummy objects which would take some time for me to research and resolve, so if you are versed with these things and would like to contribute, please leave a message here or send me a DM. The tool can be downloaded here: https://github.com/Perseus/lab-parser/releases/tag/0.1.0. The source code (if you're interested) and usage instructions can be found here: https://github.com/Perseus/lab-parser Converted file example:
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...