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 31 
 on: March 31, 2023, 06:42:17 pm 
Started by Jeron [SharpSh00tah] - Last post by Jeron [SharpSh00tah]
Hello to my long lost brothers and sisters!

Just had to drop in and say hey!

I hope everyone is doing well, and I LOVE the fact this game is still going strong!

I miss the development days for sure :( but I was just talking to someone about this, and that conversation made me have to come back and pop my head in

See you all around!

 32 
 on: March 19, 2023, 07:18:28 am 
Started by Game_Master001 - Last post by Game_Master001
Thanks! My Python skills are sadly non-existent, but I can make simple changes. What I tried was the following, but it only works half. As a test, I set a weaponlist of 9 levels consisting of the RCP90 for the first 7 rounds, the Magnum for round 8, and the Golden PP7 for round 9. It doesn't work during warm-up (gives everyone the KF7 and Slappers, which is according to the Arsenal weaponlist which I set to all KF7 to test my changes), which is 100% fine with me. During the game itself, the bots run around with the RCP90 showing I did something right, but I have no weapons whatsoever. How come? Here's the relevant part of Arsenal.py I edited

P.s. I know I removed the Slappers from this part of the code. That's intentional (I of course also tried with the original file with the Slappers, same problem):

    # Give player their level specific weapon and the slappers
    def ar_GivePlayerWeapons( self, player ):
        if not player or player.IsDead() or len(self.weaponList) < 8:
            return

        player.StripAllWeapons()

        lvl = self.ar_GetLevel( player )

        if lvl < 8:
            weap = "weapon_rcp90"
        if lvl == 8:
            weap = "weapon_cmag"
        if lvl == 9:
            weap = "weapon_golden_pp7"

        player.GiveNamedWeapon( weap, 800 ) # We use infinite ammo so who cares about exact ammo amounts

        player.WeaponSwitch( weap )

 33 
 on: March 19, 2023, 01:38:50 am 
Started by Game_Master001 - Last post by Entropy-Soldier
Unfortunately you'll have to make your own system for arsenal loadouts if you want more than 8 slots. 

The GE:S weaponset system requires exactly 8 weapon slots, as it's used to spawn weapons around the map in deathmatch style gamemodes and each slot corresponds to a specific collection of weapon spawners.  That being said, gamemodes like Arsenal don't actually have to use it since they're not using map spawners.  You can set up your own text file parser for arbitrarily sized lists, or just hardcode a collection of sets into the gamemode itself. You'll of course not be able to see the weapons in the weaponset list popout, but you could possibly display them somewhere else.  This naturally requires modifying non-trivial sections of the Arsenal python file, but it should be a fairly straightforward exercise if you're interested in messing around with python.


Hope that helps!

 34 
 on: March 18, 2023, 11:47:32 pm 
Started by Game_Master001 - Last post by Game_Master001
So, several years ago I was looking into this with the topic asking how to set up Arsenal into GunGame, but then things happened midway and I never returned to that, until now.

Well, getting Arsenal to go to lvl 16 is now no problem for me: in Arsenal.py, I just set maxLevel to 16, and increase the range at the comment "# Store all the current weaponset's weapons in a list for easy access." from 0, 8 to 0, 16 (I think this is what I missed back there, as now I properly get to lvls 9-16). To be completely safe, I also set the entry len(self.weaponList) < 7 to 15.

Yet while I get to lvl 9+ properly and also of course set up the Arsenal weaponlist properly, I find that it gives no weapon (just "None"). There still seems to be some limit somewhere that prevents the game from reading entries 8 to 15 in the Arsenal's weaponlist, but I can't find it in any of the files. Anyone knows where I can find this limit so I change it? The only thing I thought could be the issue was __init__.py in the same folder as Arsenal.py which has an entry with as range 0, 8, but I set it to 0, 16 as a test without improvement, so that's not it (I of course changed it back after I was done testing).

 35 
 on: January 21, 2023, 11:16:56 pm 
Started by Multiplayer_X_ - Last post by Multiplayer_X_
My first official up close and personal of who I am and how I became an independent custom content creator going all the way back to gameshark days on N64 console to mapping for goldeneye sourcemod in half life 2.

YouTube Channel:

 36 
 on: January 16, 2023, 02:20:26 pm 
Started by Enzo.Matrix - Last post by markpeterjameslegg
Hello, great to see some kind of activity. I was just looking over some of the old posts, seems so long ago now. Hope you are all doing well, wishing you all the best for 2023.

 37 
 on: January 15, 2023, 01:02:28 pm 
Started by Enzo.Matrix - Last post by kraid
Hi there.

 38 
 on: January 14, 2023, 12:38:45 am 
Started by Enzo.Matrix - Last post by CptLima
Hello indeed. Working well! I can safely continue my weekly ritual of checking for unread posts unabated - thanks!

 39 
 on: January 12, 2023, 04:53:30 pm 
Started by Enzo.Matrix - Last post by Enzo.Matrix
beep boop

hello

 40 
 on: November 05, 2022, 06:54:57 pm 
Started by FReXx - Last post by Multiplayer_X_
I just realized I have already optimized this map with a full blown ocean skybox and fixed all CLIENT OVERFLOWS on it! I even made a custom DECAL for the 06 number. Please update with your textures FRexx!  Looking good brother!   MultiplayerX   

https://drive.google.com/u/0/uc?id=1GN0T5T6AUEXljgfV7wMlhL9hdbJx2Nug&export=download

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