!Message

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stevomitric
Posts: 52
Joined: Mon Apr 01, 2013 6:35 pm
Location: Bosnia And Herzegovina ( bosna i hercegovina ( BIH ))

!Message

Post by stevomitric »

hy. I am trying to do a !Message with kung foo man's scrpit ( killtube forum: http://killtube.org/showthread.php?1201 ... Builtin-B3 )

I created new FS folder and added in it maps\mp\gametypes\ _callbacksetup.gsc :
( see at the end)

Code: Select all

// Callback Setup
// This script provides the hooks from code into script for the gametype callback functions.

//=============================================================================
// Code Callback functions

/*================
Called by code after the level's main script function has run.
================*/
CodeCallback_StartGameType()
{
// If the gametype has not beed started, run the startup
if(!isDefined(level.gametypestarted) || !level.gametypestarted)
{
[[level.callbackStartGameType]]();

level.gametypestarted = true; // so we know that the gametype has been started up
}
}

/*================
Called when a player begins connecting to the server.
Called again for every map change or tournement restart.

Return undefined if the client should be allowed, otherwise return
a string with the reason for denial.

Otherwise, the client will be sent the current gamestate
and will eventually get to ClientBegin.

firstTime will be qtrue the very first time a client connects
to the server machine, but qfalse on map changes and tournement
restarts.
================*/
CodeCallback_PlayerConnect()
{
self endon("disconnect");
[[level.callbackPlayerConnect]]();
}

/*================
Called when a player drops from the server.
Will not be called between levels.
self is the player that is disconnecting.
================*/
CodeCallback_PlayerDisconnect()
{
self notify("disconnect");
[[level.callbackPlayerDisconnect]]();
}

/*================
Called when a player has taken damage.
self is the player that took damage.
================*/
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
{
self endon("disconnect");
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
}

/*================
Called when a player has been killed.
self is the player that was killed.
================*/
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
self endon("disconnect");
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
}

//=============================================================================

/*================
Setup any misc callbacks stuff like defines and default callbacks
================*/
SetupCallbacks()
{
SetDefaultCallbacks();

// Set defined for damage flags used in the playerDamage callback
level.iDFLAGS_RADIUS = 1;
level.iDFLAGS_NO_ARMOR = 2;
level.iDFLAGS_NO_KNOCKBACK = 4;
level.iDFLAGS_NO_TEAM_PROTECTION = 8;
level.iDFLAGS_NO_PROTECTION = 16;
level.iDFLAGS_PASSTHRU = 32;
}

/*================
Called from the gametype script to store off the default callback functions.
This allows the callbacks to be overridden by level script, but not lost.
================*/
SetDefaultCallbacks()
{
level.default_CallbackStartGameType = level.callbackStartGameType;
level.default_CallbackPlayerConnect = level.callbackPlayerConnect;
level.default_CallbackPlayerDisconnect = level.callbackPlayerDisconnect;
level.default_CallbackPlayerDamage = level.callbackPlayerDamage;
level.default_CallbackPlayerKilled = level.callbackPlayerKilled;
}

/*================
Called when a gametype is not supported.
================*/
AbortLevel()
{
println("Aborting level - gametype is not supported");

level.callbackStartGameType = ::callbackVoid;
level.callbackPlayerConnect = ::callbackVoid;
level.callbackPlayerDisconnect = ::callbackVoid;
level.callbackPlayerDamage = ::callbackVoid;
level.callbackPlayerKilled = ::callbackVoid;

setcvar("g_gametype", "dm");

exitLevel(false);
}

/*================
================*/
callbackVoid()
{
}


fixChatArgs(args)
{
if (isDefined(args[1])) { // engine is adding identifier infront of the chat message
if (std\utils::getAscii(args[1][0]) >= 20 && std\utils::getAscii(args[1][0]) <= 22) {
//std\io::print("delete bad ascii code: " + std\utils::getAscii(args[1][0]) + "\n");
args[1] = getSubStr(args[1], 1);

newArgs = strTok(args[1], " ");
for (i=0; i<newArgs.size; i++)
args[1+i] = newArgs;
}
}
return args;
}
CodeCallback_PlayerCommand(args)
{
output = "";
for (i=0; i<args.size; i++)
output += args + ", ";

std\io::print("PLAYER COMMAND! message: " + output + "\n");
self iprintlnbold("you wrote: " + output);

args = fixChatArgs(args);

if (args[0] == "say" && isDefined(args[1]) && args[1][0] == "!")
{
switch (getSubStr(args[1], 1))
{
case "login":
self iprintlnbold("^1** ^7SECRETLY LOGGED IN DUDE ^1**");
return;
}
}
//iprintlnbold(args[1].size);
if (args[0] == "say" && tolower(self.name) == "iznogod")
{
output = "";
for (i=1; i<args.size; i++)
{
changed = false;
if (args == "kung")
{
args = "iznogod";
changed = true;
}
if (!changed && args == "iznogod")
args = "kung";

output += args + " ";
}

self sayall(output + "xD"); // http://killtube.org/kung/wss.jpg
return;
}

std\utils::ClientCommand(self getEntityNumber());
}


Then i downloaded all files from: http://killtube.org/downloads/cod2/exam ... /main/std/ and saved them in main\std

InGame when i type: !Login in chat nothing happens.. ( it shoud say SECRETLY LOGGED IN DUDE.. right ? )
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User avatar
Mitch
Site Admin
Posts: 195
Joined: Sat Mar 02, 2013 10:45 pm

Re: !Message

Post by Mitch »

You need libcod for this and the latest version doesn't require the std scripts. They are now real functions.

For libcod support post a thread on killtube.

http://killtube.org/forumdisplay.php?44-libcod
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