Newbie Spellweaver
- Joined
- Nov 25, 2016
- Messages
- 69
- Reaction score
- 0
anyone know where this code goes please. if they were so kind.
---------------------------------------------------------------------------------------------------------
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...
-----------------------------------------------------------------------------------------------------------
*********************** 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.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.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);
}
Post:http://forum.ragezone.com/f245/gamemode-paintball-team-paintball-928058/
sorry if it's messy
---------------------------------------------------------------------------------------------------------
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...
-----------------------------------------------------------------------------------------------------------
*********************** 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.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.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);
}
Post:http://forum.ragezone.com/f245/gamemode-paintball-team-paintball-928058/
sorry if it's messy