This map was awesome! I do wish the hands were standalone, I would reskin any hands with these ones.
Date: 05 Feb 2017 04:41
Number of posts: 9
RSS: New posts
The weird "don't delete this file called '0'" was bugging me. I posted about it on discord and KernCore was kind enough to discover the origin of the issue. He encountered it while creating his counterstrike weapon pack. It relates to the crowbar:
KernCore - Today at 8:29 PM
it's calling this: self.m_pPlayer.pev.viewmodel = 0;
exact glitch with AS's crowbar
Just thought I would post so you can get rid of this weird file. KernCore recommends just commenting out the line //
It's a bug in the crowbar angelscript example. SoloKiller commented on it in the last release of his AS repository:
//Used to assign 0, which was converted to "0". Needs to be "". - Solokiller
self.m_pPlayer.pev.viewmodel = string_t();
It's caused by the design of AS itself. Hopefully his new crowbar example will be passed around so that less people run into this issue.
Here is a forum thread where he brought up the issue:
"It is currently possible to implicitly invoke the constructor of one type to call the constructor of another:
engine->RegisterObjectBehaviour("string", asBEHAVE_CONSTRUCT, "void f(int value)", asFUNCTION(String_IntConstruct), asCALL_CDECL_OBJLAST);
engine->RegisterObjectBehaviour("string_t", asBEHAVE_CONSTRUCT, "void f(const string& in str)", asFUNCTION(string_t_StrConstruct), asCALL_CDECL_OBJLAST);
string_t str = 0; //Becomes "0"
This is allowed due to implicit constructor usage. Is there any way to make the string constructor explicit so only string( 0 ) will be considered valid, like C++'s explicit constructor syntax?
I don't see any way to specify this for value or reference types at this time."
The authors of AS confirmed that explicit constructor calls are not possible at this time, but that they would look into it in the future.
edit: the example has been fixed in the current AS example
Awesome map! Had a lot of fun playing it. Very well done. Also, was "Mr. G" in the secret room supposed to me? You clever devil.
Anyways, I wish you luck on any future projects! Take care!
Finally got around to playing this with the whole squad. Definitely had a great time. It's way more fun when there are more players. We peaked at 6 or 7 and that's when it was at its best. The arena style gameplay is an interesting departure from the likes of pizza ya san, but was still awesome. I liked the concept of having stages. The weapons were hilarious and the rage multiplier might be one of the best ideas yet. Keep these coming, we need more eccentric maps like these!
requires a model from pizza ya san that is not included and is replaced by the error model lol. Fun map though
((((( ﾟωﾟ) imomushi man's notification!!!
Scripts for ver 5.11 (candidate beta) are probably here.
(ﾟωﾟ ))))) uboaa uboaa