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2.7.2 (http://www.ganggarrison.com/forums/index.php?topic=35341.0) | 2.7.3 | 2.7.4 (http://www.ganggarrison.com/forums/index.php?topic=35891.0) |
Feels like the last one ended like last weekI know, right? So soon! Yet so long ago.
* If you eat a Manvich while at full health, you can't be backstabbed!are you sure
also what's with the MACOSX folderMe using OS X and using the default Compress button which includes OS X-specific meta files :-\
But no checking to see if the server is full before installing the plugins when you join a server thus you don't have to restart the whole game?That's more difficult to do and MedO objected to the way I tried to do it previously.
btw what changes with the 'plugins run in own environment'?Ah, I should update the plugin FAQ about that. Basically, we spawn a new PluginEnvironment instance (it's a persistent, invisible object) and do with(env) { execute_file(...); } so any variables you forget to define will end up on that object instead of on GameServer, Client or the weird non-object game_init runs in.
Ah, I should update the plugin FAQ about that. Basically, we spawn a new PluginEnvironment instance (it's a persistent, invisible object) and do with(env) { execute_file(...); } so any variables you forget to define will end up on that object instead of on GameServer, Client or the weird non-object game_init runs in.Alrighty, I assume we still need to define argument0 and argument1 still for SSPs?
It also means you can now just type 'packetID' and 'directory' to get the packet ID or directory, respectively, since we put those as variables on the object for you. There's also isLocalPlugin and isServerSentPlugin for checking what mode the plugin's running in.
This also gives you a nice place to stick your variables. For my latest plugin, I did this:
globalvar myplugin;
myplugin = id; // this PluginEnvironment object
blah = 3;
foobar = "stuff";
...
if (myplugin.blah) {
...
}
Alrighty, I assume we still need to define argument0 and argument1 still for SSPs?GG2 still passes the directory and packet ID as arguments for compatibility, but it's much nicer to just use the new directory and packetID variables. So you can forget about argument0 and argument1 now, you don't have to deal with them any more.
But essentially it just makes sure no dumb things like "Object not defined: Ghost" or something I take it :P
Ooooollld.God, how long ago did we rename ScorePanel to CTFHUD? It must have been pre-2.7.3, surely?
(http://puu.sh/aa1mw/8465601290.png)Ooooollld.God, how long ago did we rename ScorePanel to CTFHUD? It must have been pre-2.7.3, surely?
Yeah. I think that was in 2.7.2.(http://puu.sh/aa1mw/8465601290.png)Ooooollld.God, how long ago did we rename ScorePanel to CTFHUD? It must have been pre-2.7.3, surely?
"ScorePanel" is not anywhere in StatsBoard.gmlgrep your other plugins then?
I still get this from Midas Touch,That might be because GG2 has a sprite called OmnomnomnomGoldS and it's causing a conflict.
COMPILATION ERROR in file to be executed
Error in code at line 30:
global.OmnomnomnomGoldS = sprite_add("Plugins/Sprites/MidasTouch/OmnomnomnomGoldS_strip64.png",64,0,0,19,40);
^
at position 10: Variable name expected.
and also that DirectPlay prompt is really annoying...DirectPlay prompt?
Oh you guys added the Gold Manwich now? What about the other ones the plugin does!I still get this from Midas Touch,That might be because GG2 has a sprite called OmnomnomnomGoldS and it's causing a conflict.
COMPILATION ERROR in file to be executed
Error in code at line 30:
global.OmnomnomnomGoldS = sprite_add("Plugins/Sprites/MidasTouch/OmnomnomnomGoldS_strip64.png",64,0,0,19,40);
^
at position 10: Variable name expected.and also that DirectPlay prompt is really annoying...DirectPlay prompt?
Now I get this in gameWhat plugins do you have?
ERROR in
action number 2
of Draw Event
for object CTFHUD:
Error in code at line 25:
if blueCarrier != -1 draw_sprite_ext(Icon,blueCarrier,bluex-60,bluey-30,3,3,0,c_white,1);
^
at position 59: Unknown variable bluex
A lot... heh.
Aha, ok. That's fixed now.A lot... heh.
If SniperHUD is the one from l3.ajf.me, that's the one that's blocking weapon animations.