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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Kick Killer Mod
Icarus156
General Member
Since: Jan 21, 2008
Posts: 7
Last: Apr 10, 2008
[view latest posts]
Level 0
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 01:17 pm
Hi, I'd like to make an auto-kick-killer mod for Call of Duty UO Version 1.41, I know there are loads out there but all the ones i've found are for 1.51 and crash our server. Basically, I would like it to have 4 "Punishments"
1. You lose your weapon have to stay prone and have shell shock for 15 seconds. (For 3 Kills)

2. You are killed and have the text Do not Kill! Appear on screen in middle lnprintbold? (For 5 Kills)

3. You explode, You are killed again but this time you explode Same text but In red. (for 8 Kills)

4. You are tempbanned from server (For 10 Kills)

Could anyone tell me how to do this? I already have a save mod on the server so I would like it to work the same as that Ie No downloading or Server command line etc, just put the mod on server and it starts when server is restarted. Many thanks, Icarus
NovemberDobby
General Member
Since: Sep 17, 2006
Posts: 1673
Last: Nov 30, 2008
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 01:40 pm
Hang on, why do you want no kills? If you mean team kills, then ok, but there are lots of ways to stop people getting killed.
Icarus156
General Member
Since: Jan 21, 2008
Posts: 7
Last: Apr 10, 2008
[view latest posts]
Level 0
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 01:46 pm
I want no kills because our server is a Jump Server, with custom maps not designed for killing! [jumping]
NovemberDobby
General Member
Since: Sep 17, 2006
Posts: 1673
Last: Nov 30, 2008
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 01:56 pm
Have you got a mod running already, or is it just custom maps?
Icarus156
General Member
Since: Jan 21, 2008
Posts: 7
Last: Apr 10, 2008
[view latest posts]
Level 0
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 02:17 pm
At the moment we have a save mod, which Saves your position so if you fail the jump you can quickly load it back up by double tapping the use key.
NovemberDobby
General Member
Since: Sep 17, 2006
Posts: 1673
Last: Nov 30, 2008
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 02:32 pm
Ok, open the script for the gametype, such as dm.gsc or tdm.gsc, or whatever you're using.

Search for the lines:


Code:
Callback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, hitloc)
{

*lots of code here *

}



and select that whole chunk of text, from

Callback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, hitloc)

to

}

Delete them, and add:


Code:
Callback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, hitloc)
{
return;
}

in their place.

edited on Feb. 13, 2008 02:33 pm by NovemberDobby
eggbeast
General Member
Since: Jan 4, 2007
Posts: 282
Last: Apr 3, 2008
[view latest posts]
Level 5
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 02:45 pm
what about falling damage? they might get stuck in a hole lol
NovemberDobby
General Member
Since: Sep 17, 2006
Posts: 1673
Last: Nov 30, 2008
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 02:56 pm
They can \kill [lol]

I was about to post some code up to kill them if they got hurt by falling, but then they might fall and get stuck without hurting themselves [ohwell]
eggbeast
General Member
Since: Jan 4, 2007
Posts: 282
Last: Apr 3, 2008
[view latest posts]
Level 5
Category: CoDUO Level Design
Posted: Wednesday, Feb. 13, 2008 09:17 pm
yeah i only mentioned it because there may be code already in the damage routine that can be retained for the fall damage stuff, that was all...
Icarus156
General Member
Since: Jan 21, 2008
Posts: 7
Last: Apr 10, 2008
[view latest posts]
Level 0
Category: CoDUO Level Design
Posted: Thursday, Feb. 14, 2008 10:50 am
Thanks! Is there a way perhaps to get it So that if the damage from falling is say 90/100 or more they get killed?
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