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Messages - CutmanMike

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136
Use the same steps in the above post but use the number 1038 or 1039

137
Rejected / Re: Leaving matches is super dangerous!
« on: September 04, 2017, 11:50:12 PM »
You probably have handicap on. Check player setup in the main menu and make sure the slider is all the way to the left.

138
See above post

139
Help & Editing / Re: Carry-over variables
« on: August 31, 2017, 07:20:18 PM »
Do +1 when setting a new whoisboss:

Code: [Select]
whoisboss = random(0, PlayerCount()) + 1;
You didn't specify where you will be reading this value, I assume it will be to do something to players. In this example I'll just deal 50 damage to whoever the boss is:

Code: [Select]
Thing_Damage(whoisboss + 1000 - 1,  50, 0)
If we didn't do -1 it would be using the incorrect number because we did +1 earlier. If you need more clarity DM me on discord as I can probably help quicker there.

140
Help & Editing / Re: Carry-over variables
« on: August 31, 2017, 06:38:31 PM »
First of all, this won't work correctly because the default global int value is 0, which will trigger the whoisboss == bossprev loop if it lands on the first player (player 0). A simple workaround would be do +1 when reading and writing the boss value. That way you can use 0 as "No boss assigned".

Second, drop a PrintBold(s:"whoisboss is ", i:whoisboss, s:" and bossprev is ", i:bossprev); at the end of this script to see what is being assigned. Finally do a Delay(1); at the very start of the script. Usually not required but sometimes that can trip some scripts up when working online.

141
Help & Editing / Re: Carry-over variables
« on: August 31, 2017, 02:08:35 PM »
After the match/round if you PrintBold the global variable, does it give you the expected result? Either way probably best if you show me the code.

142
Help & Editing / Re: Carry-over variables
« on: August 31, 2017, 12:02:27 PM »
They should work fine. Would probably better if you explain what you're trying to do with them?

143
Help & Editing / Re: Save file reset?
« on: August 29, 2017, 10:46:56 PM »
The saveprogress cheat is now called "mm8bdm_saveprogress". If you beat the campaign before you can do mm8bdm_saveprogress 9999 to max out your campaign progress. Reset lightlabs after doing this by hitting escape and going to singleplayer again.

144
MM8BDM Discussion / Re: MM8BDM V5B using Zandronum Beta
« on: August 27, 2017, 10:00:26 AM »
Strange. Try assigning it to a different button in the customize controls menu.

145
You need to upgrade your 8BDM and Zandronum versions.

First redownload 8bdm: http://cutstuff.net/public/MM8BDM-v5b.zip

Extract it into your 8bdm folder and overwrite all files. Don't worry, you won't lose any save progress or settings.

Next, do the same for the latest beta of Zandronum: https://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170806-2040windows.zip

The last step will not be required once V5C hits but we have no idea when that is happening.

147
Help & Editing / Re: Multiplayer Error
« on: August 15, 2017, 12:01:37 AM »

148
Closed / Re: [Music] CTFMUS7 Update
« on: August 14, 2017, 08:22:05 PM »
fixed

149
Skins & Bots etc / Re: Does anyone have a macro for this?
« on: August 08, 2017, 07:55:43 PM »
Try this out. You may need to configure it and edit your sheet a little bit to get it to do what you want: http://www.alferdspritesheetunpacker.forkandbeard.co.uk/forkandBeard/apps/AlferdSpritesheetUnpacker/Details.aspx

150
Closed / Re: Energy Balancer bug
« on: August 06, 2017, 02:58:29 PM »
Added

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