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Messages - CarThief

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16
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V13)
« on: August 30, 2014, 05:22:35 PM »
Uh, the commands that exist in this file only work at servers who use this file, as far as i'm aware. Its like having a wad file with a super-fast imp, cant use or spawn the super-fast imp without having the wad file containing it hosted/used by the server, or whatever you call it.

If you mean singleplayer, you can use this fine in singleplayer too (though you'll be seeing alot of console messages as you use commands, it was mostly designed for servers), just load the pk3 file alongside other wads like you typically load mods, or custom maps. May want to load it last, so it doesnt overwrite/overlap any scripts and cause errors or bugs or whatever (really should put that in next version's readme, etc).

That said if you've got a server with this, you can still use the remote rcon tool to use these commands with the server hosting it, probably.

17
And without having to change the player in any major way like toggling the player's SHOOTABLE/NOBLOCKMAP flags on or off, which would briefly make them unhittable and thats way too much of an undesirable side-effect. Couldnt fit any more useful info into the title, really. :P

Right now, i'm trying to make a thing where a camera will continuously teleport on top of a player, basically following them around, for this purpose i am limited seemingly to simply teleporting the target camera, as continuously making a new camera would probably mess heavily with its quality. And unless i change the player's flags such as SHOOTABLE or NOBLOCKMAP, the player always gets telefragged, and without the +TELESTOMP flag on the camera, teleporting it seems to not work at all, as it considers the player to be an solid obstacle in the way regardless of the fact its being teleported ABOVE the player. And the camera is entirely devoid of any hitboxes or solid-ness, and such.

So, anyone know of a way to fix that, a way to maybe enforce the teleport, maybe without the +TELESTOMP while not telefragging the player?

The camera actor in question:
(click to show/hide)

Related scripts:
(click to show/hide)
Its still a WIP thing, so dont mind the messy look of it all.
I guess if this doesnt work out atleast i can try to make it work for more suitable target actors...

18
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V12)
« on: August 20, 2014, 08:12:35 PM »
Just bumping this because the file has been updated, and not just a little either! Added alot of useful stuff for V13, the most useful thing so far was probably the translation tool, which was great for making translations for the portal colors, and such. Now, that there is a proper documentation on each command in a proper catagory (with some kind of search tags too),  maybe things will be less confusing. As well as the many simplified commands like instead of looking up the ID for an imp, you just spawn it with spawnimp2 [location/target TID] [imp's tid].
Its also great for typing in part of a command like giveweapon, then press TAB and you'll see all the options such as giveweaponall, giveweaponbfg, etc.

And its always fun to just royally mess up levels with it, as well... :P
(Some screenshots, because why not:)
(click to show/hide)
Edit: Oh, it's my 1000th post, huh, that's a nice coincidence. :P

19
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V12)
« on: March 08, 2014, 01:28:53 PM »
Well good to know some people can find some good uses for it.
And if you're still confused about that allowcheats command, well, all it does is allow you to use NET scripts when the sv_cheats is off (which are cheats of their own which bypass sv_cheats), basically its an seperate cheat toggle (for only the target player, not everyone). Of course if sv_cheats is on you need to use that command at all (as you dont need rcon during sv_cheats to puke any scripts).

And turns out the wad's quite handy for clearing rounds during stuff like LMS too, abusing commands by using 0 as the target, everyone gets affected by the command, and thus i teleported everyone on to someone's position with 'teleporttotarget 0 0' and the match ends due to mass telefragging with one sole survivor. Or killplayer 0 kills everyone, for an instant draw. :P

20
The Ghoul's Forest / Re: GVHv3b6 - Released!
« on: March 08, 2014, 12:40:22 PM »
Well this update took forever to create due to to not having all that many people to test it with, unfortunately. The first thing you'll probably notice is that the Hunter's lightning bow is changed to a projectile (which does more damage as it travels further), and some changes to the Engineer's saws. There's also an new button to show information about your current class (assuming i didnt implement that in the last version, i just dont remember), in the same style as the achievement list. And a big load of fixes and optimizing how some HUD messages and things look.

In the unlikely case this will pick up and see some action, i expect plenty of lightning arrow complaints, despite the fact one could use Ice arrows as well for massive damage (just requires more aim i guess).
But issues are to be expected at this rate due to the lack of testing and feedback in comparison to old times, so its back to the good ol formula of release version, get threats and complaints, change at next version. :P

See the changelog at the first post for all the other changes.

21
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V12)
« on: March 07, 2014, 04:01:40 PM »
Well, here's the user-friendly update that took a fair while to put together. The main thing about the update is the NET (pukable without cheats active) scripts that can be used to quickly change some things about yourself, or teleport yourself to someone or someone to you, or maybe spawn friendly (to you) monsters, which is always fun.

The debug scripts and teleporting scripts where quite handy to me lately, like trying to play an old co-op wad with an friend and in the odd cases where i die on lava and dont respawn where i died, i just teleport myself back to my friend. :P
And some handy damage-testing scripts i guess, as well, which was handy for testing some GVH stuff. Aside from that the readme and keyconf.txt file should be a LOT more user-friendly, and with the 'showmytid' command even non-server hosts should be able to make use of the commands to some degree.

So there you go, even MORE teleports. :P

22
I'd have to say, Skype is hardly the most private place to chat given how from what i've heard all text and links are checked by Microsoft, which will gladly bend over for the NSA or other spy groups of governments, so yeah... Dont know if they record any voice chat as well, but i'd imagine they got around to that as well by now.

But back on topic, meh, cant say i have much against em, i think i see the servers sometimes if its those DM servers on the hotel map they like to host, but a quick look at the scoreboard tells me people are more interest in mindless fragging then roleplaying, you'd think they would be hosting co-op servers instead.
I guess as long as they got their own servers to do their (undoubtedly devious in nature, half the time) things, there isnt much of an issue.

23
Yeah its gotten pretty massive i guess, i guess i'll try that next, its far better then what i just did! (Good thing i make backups!)
Hopefully this will work better.

Edit: Blah, still running into the same problem using this map format, but atleast all the lines appear to be working, hm...

24
Maybe that'll work but i dont remember, is it even possible to convert maps to another format? How does one do that again?
Just using Hexen out of old-time's sake i suppose, heh. Hope the other format isnt too troublesome about it, if it works.

Edit: Well, i tried to do it via Edit > Map Options and loading it in the other format, but its virtually unplayable, the sectors dont show up unless you're in them, and initially, it said there was no map to play while running the first test run. Most of the lines have put themselves to default as well, maybe i'm doing this map formatting all wrong, or its simply not able to be formatted into another, uh, format.

25
Help & Editing / [BUG] Reached map-building limit? Physics stopped working.
« on: February 22, 2014, 06:44:24 PM »
So i just came across a pretty spectacular issue. While i was building rooms for a sort of randomized dungeon project, i just kept building them in a long line, with the intention to make copies of them and put them below their original room (so i could have multiples of the same room in the dungeon). So far this is the entire grid of the map, and what i've used of it so far:
(click to show/hide)

For some reason, the last two rooms reached some kind of limit and the walls where acting all non-existant, as if i had noclip on, but glitchier.
When i moved the 2 rooms below the long line of rooms, it worked again (as seen in this picture, the selected rooms are the ones that where affected and moved):
(click to show/hide)
Edit: Only those two rooms where affected however, the rest of the map worked regardless.

So, anyone got an idea on how to be able to build past this part without physics just giving up? Or am i limited to 1/4 of the editor's total grid space...? That would certainly make things alot harder when it comes to making a large randomly built dungeon...
I'm using Doom Builder (2) version 2.1.2.1553, with Zandronum 1.2, for this particular project.

26
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V7)
« on: February 06, 2014, 04:35:10 PM »
Ah yes, teleports are always handy. Next version will have the option to make beacons on death and teleport if your health reaches a set amount or lower (without dieing during that moment). Maybe you'll also find the other command interesting that lets you kind flash-step into a direction; like press button, and you're suddenly placed a fair distance forward, complete with different styles like using teleport flashes(maybe i can find/whip up a teleport-up effect for MM8BDM), phasing out and back into existance, or just instantly without extra effects or delays.

The command is completely ACS-controlled (requires no decorate support from target actors) and works nicely on monsters too. I suppose its not without its problems though, one might get stuck in objects, or it just refuses to work at some positions/distances, but its about 80% reliable.

I suppose the other commands like being able to set any of the noteworthy flags on or off on the fly on actors will be great for messing around too, and being able to set a monster to hate (attack) something, ability to set someone's team mid-game (because why not) and messing with scores in say, CTF (you can even add minus points). And a command to set an actor's special to a few noteworthy things for the hell of it; turn that super-powerful weapon into a trap that takes 50% of your health, maybe, or set an actor's USESPECIAL/BUMPSPECIAL to true and make him hurt/heal on bump/use, making it a field medic.

Hm, just to add an command or two, clean up the files again and the next version should be ready. Either way i've had quite some fun messing around with this so far.

Edit: There we go, main post updated, damn thats always a pain to do... Hope you're happy with the extra few teleport options and teleport-ish commands, by all means if anyone finds any bugs do report them, or broken downloads.

27
The Ghoul's Forest / Re: GVHv3b6 - Beta Test!
« on: January 23, 2014, 01:02:59 PM »
Hm, i had no problems to run GVHv3b5 with Zandronum, using ST files, are you sure you've put them in the proper order?
It'll need something like this, in that particular order:
Skulltag_actors.pk3 (i dont think it matters much which ST file comes first)
Skulltag_data_126.pk3
GVHv3b5.pk3
GVHv3b4-santa.pk3 (optional)
GVHv3b4-yurei-battle.pk3 (optional)

Using this i was able to get it running with Zandronum v1.2 (2.3.1-1551).
If that all doesnt work i'll need to know what error message it gives and how you're trying to run it, if not with what.

28
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V4)
« on: January 17, 2014, 08:31:57 PM »
Well i've finnally managed to add in the monster spawning function, but it'll only spawn hostile monsters. It even supports spawning MM8BDM-specific monsters, including bosses, but most of them obviously wont work correctly out of the SP boss map. Hm, too bad Gamma isnt usable anymore outside of the intended map, would have been interesting to see if he was tall enough to be seen on the buildings at the Mr. X stage.

Also added some commands to muck around with the Power[whatever] actors, which can nicely stack various rune effects if desires instead of having pesky runes overwrite eachother, and you can play geometry wars with the scanner + allmap combined. :P
Or go 100% invisible using Shadowarmor twice, that Always has its uses. Oh, and a command to give someone all the weapons in MM8BDM (rcon giveitem [whomever] 255), including boss weapons.

Edit: Updated it to V6. The disappear command will be an better alternative to shadowarmor, no doubt. And other nice little additions i suppose.

Edit2: Updated to V7. The new callscript command is pretty handy for giving max ammo to a player for all his weapons in MM8BDM by using MM8BDM's internal ammo-giving script only bots normally get acces to, which isnt too hard to trigger. Using "rcon callscript [player] 992 255", 255 being the amount of ammo given, you could give far less. 0 would give absolutely no ammo, but not take any either.

Edit3: Finnally uploaded on Wadhost! The IC version seems to be having a problem right now, but maybe that'll be fixed a while later. I wonder if i can give players certain flags with a combo of ACS giving useinventory items, without having to change the player's class, hm...

29
Projects & Creative / Re: [Cheat/RCON Tool] Player Manipulator (V4)
« on: January 16, 2014, 04:10:12 PM »
Well glad someone likes it, maybe there will be quite some good uses out of it.
I've tried to add monster-spawning functionality but maybe thats not a good idea, firstly they dont feel like spawning as friendlies for whatever reason and i cant be bothered to try and bypass the internal engine functions somehow to make them friendly. I've tried the +FRIENDLY flag but nope, they arent having it. Secondly, then it wont work with servers that dont load up the Skulltag/doom files at all, causing DECORATE errors, so i guess so far for that idea...

Hm, i'd imagine this would be greatly helpful for those hotel/massive co-op map servers where people just mess around. Maybe i can put in a NOCLIP function if DECORATE and ACS allows.
And a tip; if you're using this for MM8BDM, dont use the 2000-2031 numbers, disable pma_enabletids and use 1000-1031 instead, when referring to playernumbers (the readme inside the pk3 file has more information on that, including on knowing what number is used for what player).

30
Projects & Creative / [Cheat/RCON Tool] Player Manipulator (V16) (Final?)
« on: January 15, 2014, 04:33:15 PM »
Well i've put this together over some time to mess with friends but i'd figure i'd release it for more public use too. Its one big ACS-based wad that can bypass sv_cheats to manipulate players in various ways in-game. You could mess with players, monsters, or map itself in various ways, or use it to cheat despite sv_cheats being off, or even use it for some debugging and/or testing. It now also has a command to create and set translations, which so far was quite handy for making translations without having to switch between stuff all the time and try every change on the fly. :P

I guess here's a list of all its commands and functions (its fairly long):
(click to show/hide)
I'm guessing this would have its uses in co-op wads as well, or plain messing around in other wads. Being able to teleport to your co-op partner is probably reasonably handy.
DEFINITELY read the readme inside the file first before proceeding, its fairly technical in how it works, even while it now has many user-friendly commands, you'll still need to learn WHAT they do, and what the inputs are. :P
NOTE: Make sure you load this PK3 file last, so in the event of script overlapping, only this file's scripts will have a few overlaps, which means some functions wont work (properly). This is better then the alternative of having this file overlap other scripts instead which may break all sorts of things.

Edit: As of version 16, gameplay mutators have been added, which can be used to alter gameplay massively. Like giving everyone flight, changing gameplay-relevant flags (like disabling picking up things), adjustments to speed and health, and giving items/powers/weapons, or even forcing players to use a specific weapon. Or maybe make them invisible(-ish) or teleport away & heal at a set health or lower, which can be abused into a infinite loop until they get instagibbed.

Links:
Normal version: http://www.mediafire.com/download/pw4ja ... yerm16.pk3
BE Mirror: http://www.best-ever.org/download?file=playerm16.pk3
Wadhost: http://wadhost.fathax.com/request.php?343
This should work on most things, if not everything. Still, stuff may happen, scripts may have overlapping numbers or whatever, which stops commands from properly functioning.

MM8BDM version: http://www.mediafire.com/download/9i7di ... rm16mm.pk3
BE Mirror: http://www.best-ever.org/download?file=playerm16mm.pk3 (I did not upload this one myself, someone else did it before i could, so it may be an inaccurate version).
Wadhost: http://wadhost.fathax.com/request.php?344
Use this with MegaMan 8-Bit Deathmatch, obviously. NOTE: You dont need to enable pma_enabletids for an MM8BDM server. But you can leave it active if you want, it should have no effect.

IC Version: None for V16
BE Mirror: None for V16
Wadhost: None for V16
You probably dont need this. Its made to be compatible with the Internal Conflict doom mod. Its not an MM8BDM mod. It has a few IC-specific commands the other wads dont have, but they're useless outside of IC. Also, it adds a shitload of bots (and some bot support) anyway, so avoid using it with anything but IC.

Older version(s):
(click to show/hide)
Version 16 - With extra hax, autoaim, and general rcon-cheating:
(Possibily the final version. I dont know what else to add at this rate, besides bugfixes.)

-Added setautoaim command and its named variants. Works as you'd expect, can be set to aim at
targets aquired by tracktarget for double the hax! Also supports teams.
-Changed 'tracktarget' into two commands, the regular tracktarget and tracktargetpersist,
which is like the old function but its now like this in order to support autoaim commands.
(Oh that took alot of messing around to get working...)
-The command banishplayer now accepts 0 as an input to banish ALL players.
-Improved autoaim since first implementation in many ways.
-Added ability to spawn weapons via spawn[weapon]2 or spawn[weapon]at, and the
ability to spawn ALL weapons at once.
-Added changeweapon [target] [weapon] [type] command, for switching or forcing weapons on players.
-Ping commands, when used on players, now show a color appropiate to their team,
as well as showing dark-green for no-team players and brown for non-players.
-Added forceweapon commands. Should be handy for bots, i suppose, supports doom/ST weapons.
-Added fireprojectile, fireprojectile2, and fireprojectileme commands.
-Added gameplay mutators, changes player's properties, flags, etc upon (re)spawning.
(Like forcing everyone to use a specific weapon, or giving everyone drain/regeneration.)
-Added looping versions of banishplayer and banishme, keeps going until they die.

---

Well thats about it, i dont know where to put it elsewhere. This seems like the right spot. If it doesnt belong here i'd rather have the post moved then deleted though, quite a pain to organize this all together.
Edit: Uploaded the files to BestEver, i suppose that should do the trick...

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