[Gamemode] Paintball / Team Paintball

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  1. #1
    Apprentice LemonHaze is offline
    MemberRank
    Apr 2013 Join Date
    10Posts

    cool [Gamemode] Paintball / Team Paintball

    Releasing this because I might aswell!

    You must give credits if you use this, as I may update this thread if i change the gamemode(s) and I use this myself.

    This basically just makes a new Deathmatch & Team Deathmatch and makes the bullet marks on the walls like this:



    In MBaseGameType.cpp

    Under:


    Code:
    #define MMATCH_GAMETYPE_CTF_STR                    "Capture the Flag"
    Add:

    Code:
    #define MMATCH_GAMETYPE_PAINTBALL_SOLO_STR        "Paintball"
    #define MMATCH_GAMETYPE_PAINTBALL_TEAM_STR        "Team Paintball"


    In MBaseGameType.h

    Under:

    Code:
       MMATCH_GAMETYPE_BERSERKER            =8,            ///< µ¥¾²¸ÅÄ¡ ¹ö¼­Ä¿
        MMATCH_GAMETYPE_DEATHMATCH_TEAM2    =9,            ///< ÆÀµ¥¾²¸ÅÄ¡ ÀͽºÆ®¸²
        MMATCH_GAMETYPE_DUEL                =10,        ///< µà¾ó ¸ÅÄ¡
        MMATCH_GAMETYPE_DUELTOURNAMENT        =11,        ///< µà¾ó Åä³Ê¸ÕÆ®
        MMATCH_GAMETYPE_CTF                    =12,        ///< µà¾ó Åä³Ê¸ÕÆ®
    Add:
    Code:
        MMATCH_GAMETYPE_PAINTBALL_SOLO        =13,
        MMATCH_GAMETYPE_PAINTBALL_TEAM        =14,


    In MBaseGameType.cpp

    Under:

    Code:
    _InitGameType(MMATCH_GAMETYPE_CTF,                MMATCH_GAMETYPE_CTF,                MMATCH_GAMETYPE_CTF_STR,              1.0f,            0.6f,                    0.5f);
    Add:

    Code:
    _InitGameType(MMATCH_GAMETYPE_PAINTBALL_SOLO,    MMATCH_GAMETYPE_PAINTBALL_SOLO,        MMATCH_GAMETYPE_PAINTBALL_SOLO_STR,      1.0f,            1.0f,                    0.0f);
    _InitGameType(MMATCH_GAMETYPE_PAINTBALL_TEAM,    MMATCH_GAMETYPE_PAINTBALL_TEAM,        MMATCH_GAMETYPE_PAINTBALL_TEAM_STR,   1.0f,            0.8f,                    0.3f);
    In MMatchStage.cpp

    Under:

    Code:
        case MMATCH_GAMETYPE_CTF:
            {
                return (new MMatchRuleTeamCTF(this));
            }
            break;
    Add:

    Code:
        case MMATCH_GAMETYPE_PAINTBALL_SOLO:
            {
                return (new MMatchRuleSoloPaintball(this));
            }
            break;
        case MMATCH_GAMETYPE_PAINTBALL_TEAM:
            {
                return (new MMatchRuleTeamPaintball(this));
            }
            break;

    Replace this function:
    Code:
    inline bool MBaseGameTypeCatalogue::IsTeamGame(MMATCH_GAMETYPE nGameType)
    {
        // Á»´õ º¹ÀâÇØÁö¸é Description¿¡ teamgameÀÎÁö ¿©ºÎ°ªÀ» ³Öµµ·Ï ÇÏÀÚ.
    
        if ((nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_PAINTBALL_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM2) ||
            (nGameType == MMATCH_GAMETYPE_GLADIATOR_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_ASSASSINATE) ||
            (nGameType == MMATCH_GAMETYPE_CTF))
        {
            return true;
        }
        return false;
    }
    Replace this function:
    Code:
    inline bool MBaseGameTypeCatalogue::IsTeamLimitTime(MMATCH_GAMETYPE nGameType)
    {
        // Á»´õ º¹ÀâÇØÁö¸é Description¿¡ teamgameÀÎÁö ¿©ºÎ°ªÀ» ³Öµµ·Ï ÇÏÀÚ.
    
        if ((nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_PAINTBALL_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_GLADIATOR_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_DUEL) ||
            (nGameType == MMATCH_GAMETYPE_ASSASSINATE) ||
            (nGameType == MMATCH_GAMETYPE_CTF))
        {
            return true;
        }
        return false;
    }
    Replace this function:
    Code:
    inline bool MBaseGameTypeCatalogue::IsWaitForRoundEnd(MMATCH_GAMETYPE nGameType)
    {
        // ¶ó¿îµå ³¡³¯¶§±îÁö ´ë±â¸ðµå Çϴ°¡?
    
        if ((nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_PAINTBALL_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_DUEL) ||
            (nGameType == MMATCH_GAMETYPE_GLADIATOR_TEAM) ||
            (nGameType == MMATCH_GAMETYPE_ASSASSINATE) ||
            (nGameType == MMATCH_GAMETYPE_DUELTOURNAMENT))
        {
            return true;
        }
        return false;
    }
    Replace this function:
    Code:
    inline bool MBaseGameTypeCatalogue::IsTeamExtremeGame(MMATCH_GAMETYPE nGameType)
    {
        // Á»´õ º¹ÀâÇØÁö¸é Description¿¡ teamgameÀÎÁö ¿©ºÎ°ªÀ» ³Öµµ·Ï ÇÏÀÚ.
    
        if ((nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM2) ||  (nGameType == MMATCH_GAMETYPE_CTF) || (nGameType == MMATCH_GAMETYPE_PAINTBALL_TEAM))
        {
            return true;
        }
        return false;
    }
    Add these functions:
    Code:
    inline bool IsGameRulePaintballTeam(MMATCH_GAMETYPE nGameType)
    {
        return (nGameType == MMATCH_GAMETYPE_PAINTBALL_TEAM);
    }
    
    inline bool IsGameRulePaintballSolo(MMATCH_GAMETYPE nGameType)
    {
        return (nGameType == MMATCH_GAMETYPE_PAINTBALL_SOLO);
    }
    Add these classes to MMatchRuleDeathmatch.h:
    Code:
    /**********************************************
    
        Paintball Team and Paintball Solo
    
    **********************************************/
    class MMatchRuleSoloPaintball : public MMatchRule {
    protected:
        bool CheckKillCount(MMatchObject* pOutObject);
        virtual void OnBegin();
        virtual void OnEnd();
        virtual void OnRoundTimeOut();
        virtual bool OnCheckRoundFinish();
        virtual bool RoundCount();
    public:
        MMatchRuleSoloPaintball(MMatchStage* pStage);
        virtual ~MMatchRuleSoloPaintball() { }
        virtual MMATCH_GAMETYPE GetGameType() { return MMATCH_GAMETYPE_PAINTBALL_SOLO; }
    };
    class MMatchRuleTeamPaintball : public MMatchRule {
    protected:
        bool GetAliveCount(int* pRedAliveCount, int* pBlueAliveCount);
        virtual void OnBegin();
        virtual void OnEnd();
        virtual bool OnRun();
        virtual void OnRoundBegin();
        virtual void OnRoundEnd();
        virtual bool OnCheckRoundFinish();
        virtual void OnRoundTimeOut();
        virtual bool RoundCount();
        virtual bool OnCheckEnableBattleCondition();
    public:
        MMatchRuleTeamPaintball(MMatchStage* pStage);
        virtual ~MMatchRuleTeamPaintball()                {}
        virtual void CalcTeamBonus(MMatchObject* pAttacker, MMatchObject* pVictim,
                                    int nSrcExp, int* poutAttackerExp, int* poutTeamExp);
        virtual MMATCH_GAMETYPE GetGameType() { return MMATCH_GAMETYPE_PAINTBALL_TEAM; }
    };
    In ZGameInterface.cpp

    Under:

    Code:
       ZGetGameTypeManager()->SetGameTypeStr( MMATCH_GAMETYPE_CTF, ZMsg( MSG_MT_CTF));
    Add:

    Code:
       ZGetGameTypeManager()->SetGameTypeStr( MMATCH_GAMETYPE_PAINTBALL_SOLO, ZMsg( MSG_MT_PAINTBALL_SOLO ));
        ZGetGameTypeManager()->SetGameTypeStr( MMATCH_GAMETYPE_PAINTBALL_TEAM, ZMsg( MSG_MT_PAINTBALL_TEAM ));
    Change:

    Code:
         case MMATCH_GAMETYPE_DEATHMATCH_TEAM:
            case MMATCH_GAMETYPE_DEATHMATCH_TEAM2:
            case MMATCH_GAMETYPE_CTF:
                color = TDM_COLOR;
                break;
    To:

    Code:
           case MMATCH_GAMETYPE_DEATHMATCH_TEAM:
            case MMATCH_GAMETYPE_DEATHMATCH_TEAM2:
            case MMATCH_GAMETYPE_PAINTBALL_TEAM:
            case MMATCH_GAMETYPE_CTF:
                color = TDM_COLOR;
                break;

    Find:

    Code:
        bool bQuestUI = false;
        if ( (pSetting->nGameType == MMATCH_GAMETYPE_DEATHMATCH_SOLO) ||            // µ¥¾²¸ÅÄ¡ °³ÀÎÀüÀ̰ųª...
             (pSetting->nGameType == MMATCH_GAMETYPE_GLADIATOR_SOLO) ||                // Ä®Àü °³ÀÎÀüÀ̰ųª...
             (pSetting->nGameType == MMATCH_GAMETYPE_BERSERKER) ||                    // ¹ö¼­Ä¿¸ðµåÀ̰ųª...
             (pSetting->nGameType == MMATCH_GAMETYPE_TRAINING) ||                    // Æ®·¹ÀÌ´×À̰ųª...
             (pSetting->nGameType == MMATCH_GAMETYPE_DUEL))                            // µà¾ó¸ðµå À̸é...
        {
            // ¸Ê À̸§ ¹è°æ À̹ÌÁö º¯È¯
            if ( pAniMapImg)
                pAniMapImg->SetCurrentFrame( 0);
    
            // Äù½ºÆ® UI °¨Ãã
            bQuestUI = false;
        }
    Replace nearby statement:

    Code:
       else if ( (pSetting->nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM) ||        // µ¥¾²¸ÅÄ¡ ÆÀÀüÀ̰ųª...
            (pSetting->nGameType == MMATCH_GAMETYPE_DEATHMATCH_TEAM2) ||            // ¹«Çѵ¥½º¸ÅÄ¡ ÆÀÀüÀ̰ųª...
             (pSetting->nGameType == MMATCH_GAMETYPE_GLADIATOR_TEAM) ||                // Ä®Àü ÆÀÀüÀ̰ųª...
             (pSetting->nGameType == MMATCH_GAMETYPE_ASSASSINATE) ||
             (pSetting->nGameType == MMATCH_GAMETYPE_PAINTBALL_TEAM) ||
             (pSetting->nGameType == MMATCH_GAMETYPE_CTF))                    // ¾Ï»ìÀü À̸é...

    Replace this function:
    Code:
    void ZEffectBulletMarkList::Update(float fElapsed) {
        if(!strstr(strlwr((char*)ZGetGameClient()->GetStageName()), "[ph]")) {
            if((ZGetGameClient()->GetMatchStageSetting()->GetGameType() == MMATCH_GAMETYPE_PAINTBALL_SOLO) != 0) {
                if((ZGetGameClient()->GetMatchStageSetting()->GetGameType() == MMATCH_GAMETYPE_PAINTBALL_TEAM) != 0) {
                    for(iterator i=begin();i!=end();) {
                        ZEFFECTBULLETMARKITEM *p = (ZEFFECTBULLETMARKITEM*)*i;
                        p->fElapsedTime+=fElapsed;
                        if( p->fElapsedTime > m_fLifeTime )
                        {
                            delete p;
                            i=erase(i);
                            continue;
                        }
                        float fVanish = min(1,max(0,(m_fLifeTime - p->fElapsedTime)/m_fVanishTime));
                        DWORD color = ((DWORD)(fVanish * 255))<<24 | 0xffffff;
                        p->v[0].color = color;
                        p->v[1].color = color;
                        p->v[2].color = color;
                        p->v[3].color = color;
                        i++;
                    }
                }
            }
        }
    }

    In ZRule.cpp:

    Add to the bottom of ZRule::CreateRule() (above default):

    Code:
       case MMATCH_GAMETYPE_PAINTBALL_SOLO:
            {
                return (new ZRuleSoloPaintball(pMatch));
            }
            break;
        case MMATCH_GAMETYPE_PAINTBALL_TEAM:
            {
                return (new ZRuleTeamPaintball(pMatch));
            }
            break;
    In ZMessages.h:

    Add:

    Code:
    #define MSG_MT_PAINTBALL_SOLO                    9916        ///< Paintball Solo
    #define MSG_MT_PAINTBALL_TEAM                    9917        ///< Paintball Team

    *********************** Adding paintballs ********************

    Under:
    Code:
        RMeshMgr* m_pEffectMeshMgr;
    
        ZEffectBulletMarkList        m_BulletMarkList;
    Add:

    Code:
        //Paintball declaration
        ZEffectBulletMarkList        m_PaintballMarkList;
        ZEffectBulletMarkList        m_Paintball2MarkList;
        ZEffectBulletMarkList        m_Paintball3MarkList;
        ZEffectBulletMarkList        m_Paintball4MarkList;
        ZEffectBulletMarkList        m_Paintball5MarkList;
        ZEffectBulletMarkList        m_Paintball6MarkList;
        ZEffectBulletMarkList        m_Paintball7MarkList;
    Under:

    Code:
        m_BulletMarkList.Create("SFX/gz_sfx_shotgun_bulletmark02.tga");
    Add:

    Code:
        //Paintball texture setup
        m_PaintballMarkList.Create("SFX/paintball01.tga");
        m_Paintball2MarkList.Create("SFX/paintball02.tga");
        m_Paintball3MarkList.Create("SFX/paintball03.tga");
        m_Paintball4MarkList.Create("SFX/paintball04.tga");
        m_Paintball5MarkList.Create("SFX/paintball05.tga");
        m_Paintball6MarkList.Create("SFX/paintball06.tga");
        m_Paintball7MarkList.Create("SFX/paintball07.tga");


    Under:

    Code:
        if( mode==1 ) {// ¹° ¹Û¿¡¼­¸¸ ±×¸°´Ù..
    
            m_BulletMarkList.Draw();
    Add:

    Code:
            //Paintball drawing
            m_PaintballMarkList.Draw();
            m_Paintball2MarkList.Draw();
            m_Paintball3MarkList.Draw();
            m_Paintball4MarkList.Draw();
            m_Paintball5MarkList.Draw();
            m_Paintball6MarkList.Draw();
            m_Paintball7MarkList.Draw();

    Under:
    Code:
                        delete pEffect;
                        node = m_Effects[d].erase(node);
                        m__cnt++;
                    } else {
                        if(pEffect->m_bisRendered) m__rendered++;//for debug
                        ++node;
                        m__cnt++;
                    }
                }
            }
        }
    
        m_BulletMarkList.Draw();

    Add:

    Code:
        //Paintball drawing
        m_PaintballMarkList.Draw();
        m_Paintball2MarkList.Draw();
        m_Paintball3MarkList.Draw();
        m_Paintball4MarkList.Draw();
        m_Paintball5MarkList.Draw();
        m_Paintball6MarkList.Draw();
        m_Paintball7MarkList.Draw();

    Under:

    Code:
        for(int i=0;i<BILLBOARDLISTS_COUNT;i++)
            m_BillboardLists[i].Update(fElapsed);
    
        m_BulletMarkList.Update(fElapsed);

    Add:


    Code:
        //Paintball update
        m_PaintballMarkList.Update(fElapsed);
        m_Paintball2MarkList.Update(fElapsed);
        m_Paintball3MarkList.Update(fElapsed);
        m_Paintball4MarkList.Update(fElapsed);
        m_Paintball5MarkList.Update(fElapsed);
        m_Paintball6MarkList.Update(fElapsed);
        m_Paintball7MarkList.Update(fElapsed);

    Under:

    Code:
        for(int i=0;i<BILLBOARDTEXANILIST_COUNT;i++)
            m_BillBoardTexAniList[i].Clear();
        m_BulletMarkList.Clear();
    Add:

    Code:
        m_PaintballMarkList.Clear();
        m_Paintball2MarkList.Clear();
        m_Paintball3MarkList.Clear();
        m_Paintball4MarkList.Clear();
        m_Paintball5MarkList.Clear();
        m_Paintball6MarkList.Clear();
        m_Paintball7MarkList.Clear();
    In: ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal)


    Replace:

    Code:
    m_BulletMarkList.Add(Target+TargetNormal,TargetNormal);
    with:

    Code:
      //Check for paintball mode
        if( (ZGetGameClient()->GetMatchStageSetting()->GetGameType() == MMATCH_GAMETYPE_PAINTBALL_SOLO) ||
            (ZGetGameClient()->GetMatchStageSetting()->GetGameType() == MMATCH_GAMETYPE_PAINTBALL_TEAM)) {
    
            switch(rand()%7+1) { //edit 7 to increase paintball count
                    case 1:
                        {
                            m_PaintballMarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                        break;
                    case 2:
                        {
                            m_Paintball2MarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                        break;
                    case 3:
                        {
                            m_Paintball3MarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                    case 4:
                        {
                            m_Paintball4MarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                        break;
                    case 5:
                        {
                            m_Paintball5MarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                        break;
                    case 6:
                        {
                            m_Paintball6MarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                        break;
                    case 7:
                        {
                            m_Paintball7MarkList.Add(Target+TargetNormal, TargetNormal);
                            nBulletCount++;
                        }
                        break;
                }
            if(rand()%1)
                m_BulletMarkList.Add(Target+TargetNormal, TargetNormal);
        } else {
            m_BulletMarkList.Add(Target+TargetNormal,TargetNormal);
        }
    As per the CTF gamemode, you'll have to put the gamemodes in gametypecfg.xml and reference them in a channel in channelrule.xml. Then unpack sfx.mrs and put these files inside the root folder, and repack. You should be good to go, if not, reply here.

    sfx.zip

    You could also change the amount of paintballs and make your own, just make sure they're named in the right way.
    Last edited by LemonHaze; 29-04-13 at 12:42 AM. Reason: Image


  2. #2
    Enthusiast QcBlastar is offline
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    40Posts

    Re: [Gamemode] Paintball / Team Paintball

    But I have not yet opened the server ^^.

  3. #3
    Account Upgraded | Title Enabled! Enough is offline
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    Oct 2012 Join Date
    299Posts

    Re: [Gamemode] Paintball / Team Paintball

    Prints, please ? >.<

  4. #4
    Good Guy George qet123 is offline
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    1,432Posts

    Re: [Gamemode] Paintball / Team Paintball

    Quote Originally Posted by Enough View Post
    Prints, please ? >.<
    Same mode as teamdeathmatch and deathmatch, but the only change is the bullet effect.

  5. #5
    Alpha Member Chrisss is offline
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    Feb 2012 Join Date
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    Re: [Gamemode] Paintball / Team Paintball

    Looks kinda cool, i think it would be a lot better if you only had 2 paintball guns allowed. like no swords, grenades just paintball guns and also change the effect on the walls, the bullet marks look plain.

    mhm i get a few errors when building this, like undeclared things so i declare them, it builds then i get even more errors. I think you have missed out some codes in ZRuleDeathMatch.h and also the coding in ZEffectManager.cpp is wrong (void ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal)) < that dont work, i get these errors.

    PHP Code:
    c:\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1321): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1286): error C2065'nBulletCount' undeclared identifier
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1292): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1298): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1303): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1309): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1315): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup 

  6. #6
    2D > 3D Wucas is offline
    MemberRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: [Gamemode] Paintball / Team Paintball

    Wow that is colorful, or should i say, fabulous.

    Edit: I made some different paintball splats if you want them. They are in the download below.



    Download (PSD is included): http://puu.sh/2JajZ.zip
    Last edited by Wucas; 29-04-13 at 03:20 AM.

  7. #7

    Re: [Gamemode] Paintball / Team Paintball

    Great quality release after a while :)

    @OP: Instead of creating multiple mark lists separately, you could simply put them all into an array. It should clean up some code.

  8. #8
    (。◕‿‿◕。) Nobody666 is offline
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    Oct 2008 Join Date
    1,773Posts

    Re: [Gamemode] Paintball / Team Paintball

    I like the fact that theres actually more then one color splatter

    also it would probably be better as a room tag instead of a new game mode.

  9. #9
    Hakuna Matata bulli10 is offline
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    Re: [Gamemode] Paintball / Team Paintball

    cool mode .
    if i hit someone it will color him?

  10. #10
    Good Guy George qet123 is offline
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    Re: [Gamemode] Paintball / Team Paintball

    Quote Originally Posted by bulli10 View Post
    cool mode .
    If i hit someone it will color him?
    that feature is needed. You just gave me something to code lol

  11. #11
    Fuck Army. sahar042 is offline
    MemberRank
    Jul 2009 Join Date
    833Posts

    Re: [Gamemode] Paintball / Team Paintball

    Quote Originally Posted by Duluxe View Post
    Looks kinda cool, i think it would be a lot better if you only had 2 paintball guns allowed. like no swords, grenades just paintball guns and also change the effect on the walls, the bullet marks look plain.

    mhm i get a few errors when building this, like undeclared things so i declare them, it builds then i get even more errors. I think you have missed out some codes in ZRuleDeathMatch.h and also the coding in ZEffectManager.cpp is wrong (void ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal)) < that dont work, i get these errors.

    PHP Code:
    c:\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1321): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1286): error C2065'nBulletCount' undeclared identifier
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1292): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1298): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1303): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1309): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1315): error C3861'nBulletCount'identifier not foundeven with argument-dependent lookup 
    Try to add int nBulletCount = 0;

  12. #12
    Retired. Don't PM. SecretsOThePast is offline
    DeveloperRank
    Jan 2009 Join Date
    643Posts

    Re: [Gamemode] Paintball / Team Paintball

    don't make me make the spells system I was planning for GunZ but never put into code!

    (no, seriously, raining hellfire, summoning grenades on people, heat-seeking fireballs, ice spells all combined with kstyle and shit, it was good on paper!)

  13. #13
    Currently Stoned ! Ronny786 is offline
    MemberRank
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    Lost WorldLocation
    984Posts

    Re: [Gamemode] Paintball / Team Paintball

    nice work man !
    i would rather make [paintball] tag . this is not worth a game mode. (peace)

  14. #14
    Fuck Army. sahar042 is offline
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    Jul 2009 Join Date
    833Posts

    Re: [Gamemode] Paintball / Team Paintball

    This is useless because he only changed the color of the bullets and he called to it a "Paintball" mode.
    You need to code something like this and then you can call it "Paintball" mode.

    -
    Last edited by sahar042; 29-04-13 at 05:40 PM.

  15. #15
    Apprentice LemonHaze is offline
    MemberRank
    Apr 2013 Join Date
    10Posts

    Re: [Gamemode] Paintball / Team Paintball

    Quote Originally Posted by Duluxe View Post
    Looks kinda cool, i think it would be a lot better if you only had 2 paintball guns allowed. like no swords, grenades just paintball guns and also change the effect on the walls, the bullet marks look plain.

    mhm i get a few errors when building this, like undeclared things so i declare them, it builds then i get even more errors. I think you have missed out some codes in ZRuleDeathMatch.h and also the coding in ZEffectManager.cpp is wrong (void ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal)) < that dont work, i get these errors.

    PHP Code:
    c:\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1321):  error C3861'nBulletCount'identifier not foundeven with  argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1286): error C2065'nBulletCount' undeclared identifier
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1292):  error C3861'nBulletCount'identifier not foundeven with  argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1298):  error C3861'nBulletCount'identifier not foundeven with  argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1303):  error C3861'nBulletCount'identifier not foundeven with  argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1309):  error C3861'nBulletCount'identifier not foundeven with  argument-dependent lookup
    c
    :\Users\Chris\Desktop\Game-Serv\Source_Code\Gunz\ZEffectManager.cpp(1315):  error C3861'nBulletCount'identifier not foundeven with  argument-dependent lookup 
    Sorry about that, but yeah as stated in another post, just declare nBulletCount as an integer somewhere. This was just so I could see how many bullets I shot, for the screenshot in the first post. So if you don't want to count how many bullets you're shooting then just remove that line.

    Quote Originally Posted by Wucas View Post
    Wow that is colorful, or should i say, fabulous.

    Edit: I made some different paintball splats if you want them. They are in the download below.



    Download (PSD is included): http://puu.sh/2JajZ.zip
    Thanks for your designs! I'll update this when I can as I've got a few more ideas I want to implement and those textures are way better than mine, so thanks for the helping out!



    Not to offend anyone who has actually read what I've posted, but in this instance, I wanted a completely new gamemode and I've stated I'm probably going to be updating the whole code for this gamemode sometime in the future. This version is just the base idea I had and is subject to change, when I do it, and when I have the time to release. For the features planned, and for the ones in posts above I wanted this to be a seperate gamemode, not only due to me not liking room tags, I just feel this type of thing needs a different gamemode.



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