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Thread: MOHAA Coop

  1. #11

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    Thanks, I figured it would be something like that, the sdk description is pretty useless, so I thought I better ask for a second opinion.

  2. #12

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    Is there a cvar or command to check if the warmup time is over ?

    Most games have something like a warmup time to wait for players with slower computers to finish loading.
    I am pretty sure mohaa has something like that too.

  3. #13

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    The game use this cvar but i dont know if realy works:
    Code:
    g_warmup

  4. #14

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    I have find on the game code the game use this one aswell for the warmup:

    Code:
    g_dowarmup
    And i was unable to find something to get the time left of the warmup to finish.

    The way to see when he ends would be if you create a script to count the time when he start.

  5. #15

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    In EF2 there is getLevelTime(), maybe there is something similar here too, like
    level.time or something, so the waruptime - currenttime could be calculated with that.

  6. #16

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    Yep, level.time is how you get it in MOHAA.

  7. #17

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    I think it might be interesting for comparison what the latest version of Morpheus Script offers.
    http://ritualistic.chrissstrahl.de/g...classes_g.html

  8. #18

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    Is there a way to load first the pk3 and then the files that are not in a pk3 ?
    Because it is driving me crazy making/updating a pk3 each time I want to overwrite files.

  9. #19
    Developer RyBack's Avatar
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    Quote Originally Posted by chrissstrahl View Post
    I think it might be interesting for comparison what the latest version of Morpheus Script offers.
    http://ritualistic.chrissstrahl.de/g...classes_g.html
    http://www.x-null.net/forums/showthr...Module-Classes
    This is spearhead one, you can't use ef2's documentation for mohaa.
    Though ur point is valid.
    Have you found a fix for it ?

    Quote Originally Posted by chrissstrahl View Post
    Is there a way to load first the pk3 and then the files that are not in a pk3 ?
    Because it is driving me crazy making/updating a pk3 each time I want to overwrite files.
    it's the other way around, files/folders inside main are loaded if exist, if not, load from pk3.
    I don't think its bypass-able.
    You could extract what's inside pk3s to folders inside main instead.

  10. #20

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    If i have a file in the game folders and the same file in a pk3,
    the file in the pk3 will always overwrite (not physically) the file from the folder.
    That behaviour is exactly the opposite of what I need.

    Extracting the pk3 is not really a option, as I would like to keep my modified files
    separate from the original files, it is really messy otherwise.
    I might need to make a batch compressing the files and moving the pk3 over

    Have you found a fix for it ?
    What do you mean ?

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