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Thread: Purple Elephants Eventhandler

  1. #21
    Developer Todesengel's Avatar
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    Ok, I created yet another stock server. This one reports the correct versions, and has the reborn folder inside the reborn patch. It now loads without error of any kind and plays through all the dm maps. To simplify, I didn't install the PEeventhandler, I just installed the purple mine mod...

    To add it, all I did was add the pk3 as well as adding "exec global/mines/main.scr::main" to dmprecache. It does not appear that it loads the mod at all. The game plays fine with no errors, but no mines are available. I'm wondering if perhaps I got ahold of an old/incomplete version of the PE mine mod? There's nothing at all in the logs...

  2. #22

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    See if you dont have a DMprecache in another mod overwriting that one.

  3. #23
    Developer Todesengel's Avatar
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    Nope. I will doublecheck though... Besides the DMprecache in Pak0, and the other one in pak6 (why is that anyways? Cause the one in pak6 will just overwrite the one in Pak0).... the only one is in my mod file (tp01mods-2.2.pk3) which is from Mefy's extgametypes+teleport mod with my additions at the bottom. I'm pretty sure I've got that part right....

  4. #24
    Developer Todesengel's Avatar
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    I got purples eventhandler and his weapon mod to work finally Most of the issue was a screwed up reborn installation on my part.

    But.. I am left with two questions....

    1) If I leave the eventhandler mod unchanged and just install it... when the server starts the last thing it prints is loading event handler, and then it just locks up. I can work around that by going to the settings file and turning OFF the autoload feature. Soon as I do that, the eventhandler loads fine and the server finishes startup and I can play on it. I don't need the autoload feature, but would be nice to have it as an option. Any idea what's up there?

    2) This question is more about the purple weapon mod that I loaded via the eventhandler I do not understand the weapon swap feature. I'd have thought that setting pe_allweapons to 3 and pe_weapon_swap to 1, that in-game I'd be able to hit the 'i' key to change to the other (axis or allies) version of the same weapon. Pressing i does nothing. I tried various settings of the pe cvars but dont see anything that makes the 'i' key swap. Yes, the key event is loaded.... ideas?

    Thanks!

  5. #25
    Purple Developer Purple Elephant1au's Avatar
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    Could you post up the versions you are using for both the eventhandler and the weapon mod please, so i can troubleshoot the problem.

    Purple's Playground
    OBJ :
    103.29.85.127:12203
    xfire: purpleelephant1au
    email: purpleelephant1au@gmail.com
    skydrive: PurpleElephantSkydrive




  6. #26
    Developer Todesengel's Avatar
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    You bet!, thanks!

    Event handler is version 1.02
    Weapon mod is version 1.01

  7. #27
    Developer Todesengel's Avatar
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    Um... while the weapon mod script says 1.01 in the comments... the file name is 1.02 as well. Just in case you wanted me to upload the mods..... here are the files I got....PurpleEventhandler-v1.02.zipPurpleWeaponMod-v1.02.zip

  8. #28
    Purple Developer Purple Elephant1au's Avatar
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    I just had time for a quick look.

    Possible answers to your questions.

    1) Autoload feature also requires elgans global/strings.scr file. If you do not have that file then that could be the cause of the autoload not working and halting the mod.

    2) There is a typo in the weapon mod on line 122, there is a missing 'space' when it stufftexts the swap key bind.

    Change

    if(getcvar(pe_weapon_swap) == 1)
    local.player stufftext ("bind " + level.weapon_swap_key + "keyp 42")

    To

    if(getcvar(pe_weapon_swap) == 1)
    local.player stufftext ("bind " + level.weapon_swap_key + " keyp 42")

    Note the space just before the word keyp.


    If they do not work i will investigate further, but looking at my weapon mod, it needs to be updated more, it was written awhile ago and ive learnt more since. So give me a few days and ill work on new versions of my mods, including ones i havent released before that i have floating around on my hdd.

    Purple's Playground
    OBJ :
    103.29.85.127:12203
    xfire: purpleelephant1au
    email: purpleelephant1au@gmail.com
    skydrive: PurpleElephantSkydrive




  9. #29
    Developer Todesengel's Avatar
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    Really appreciate the pointers PE. On the two points above...

    1) I do have the latest version of reborn installed, and the Reborn_pak8.pk3 file does include strings.scr. That file is 16142 bytes (on unix), and the first few lines are:


    // 11 September 2005 added 3 new functions
    // array_to_int
    // array_to_str
    // array_to_float

    /*
    Array_to_lower

    So... is that the elgan strings.scr that you speak of above? Or yet a different one? In any case, I do have "that" strings.scr, but the PE eventhandler still locks up hard unless I turn off autoload.

    2) I added the space, makes sense and I see why it's required. But alas.... the i key still doesn't change to the other teams weapons.

    Whenever you get a chance, any input is very much appreciated!

    Unrelated - I'm hunting around for a good anti-camp mod that has lots of knobs, and not sure that the spawnprotect mod I have works correctly on sp->mp converted maps. Digging in to that today..... (obviously not a big football fan *grin*).

  10. #30
    Developer Todesengel's Avatar
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    Oh, and I'm also making changes to the PE Weapon Mod to allow cvar control of many other weapon parms as well, not just clipsize and ammocount

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