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Author Topic: VektorBoson's satellite mod  (Read 4811 times)

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Offline Blanco

  • Former Staff
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Re:VektorBoson's satellite mod
« Reply #60 on: 27 Jul 2004, 21:20:09 »
I don't see anything wrong with it?!
Any error messages?

Sounds like a good idea, tho
I'll check it out.

**edit***

Not tested yet, but I think I found it....

The first line in the script

Code: [Select]
pgroup = group player

should be...

Code: [Select]
_pgroup = group player


« Last Edit: 27 Jul 2004, 21:22:55 by Blanco »
Search or search or search before you ask.

rOk

  • Guest
Re:VektorBoson's satellite mod
« Reply #61 on: 28 Jul 2004, 07:49:24 »
You found the bug!  :D
It's working now and it's cool all that is needed is that they automatically assume combat or stealth behaviour.

You can actually issue them an order to go prone though.
« Last Edit: 28 Jul 2004, 07:52:10 by rOk »

DBR_ONIX

  • Guest
Re:VektorBoson's satellite mod
« Reply #62 on: 29 Jul 2004, 00:08:15 »
That new screen looks really nice ;D
Also, I've got a laptop model you can use (It's a friend who made it, but he's sent me the files, and says that you can use them), It's textures aren't that good, but I could use that Photoshop picture you made for the face texture.. But I suppose your never gonna see it that close up anyway..
It's not got a CPP, and the textures are kinda big, but I'll fix that tommorow (Well, today is in 15 mins :hmm:)

Anyway, night! :P
- Ben