Search found 394 matches

by Ragnar_40k
Thu Jun 28, 2007 6:19 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

I positioned the constructible boxes where they are because otherwise it would be to easy to build (and hold) the ramp resp. the back door. E.g. when the ramp materials are outside of the bunker, then you can drop the constructible ramp altogether and make a static ramp, since Allies always can buil...
by Ragnar_40k
Sat Jun 23, 2007 10:06 am
Forum: ET TV
Topic: Request: Match description
Replies: 6
Views: 31184

The match name in the server name is a start, but I had something more detailed in mind. Something like an arena (or even xml) file with key/value pairs. Possible keys like: participants (clan tags+names), roster (player list), league/fun match, shoutcasters, server name, brief match description (e....
by Ragnar_40k
Fri Jun 22, 2007 6:24 am
Forum: ET Server Admins
Topic: Death Match Config Please
Replies: 12
Views: 28924

LMS has no objectives - they are all removed. Only command posts are left.

You can set up a server with max. lives and use the lms scripts as mapscripts (I guess that's what they did).
by Ragnar_40k
Fri Jun 22, 2007 6:16 am
Forum: ET TV
Topic: Request: Match description
Replies: 6
Views: 31184

Request: Match description

I wonder if its possible to add a match description which is broadcasted via getinfo or getstatus. And if it could be added to demo files so replays over ETTV servers can automatically set this description field. Alternativly this descripton could be placed on a http redirect - ETTV loads and broadc...
by Ragnar_40k
Tue Jun 19, 2007 6:49 am
Forum: ET Modding
Topic: 2v2 mapscript for radar.
Replies: 15
Views: 19866

I guess the cloned model somehow inherits the vis calculation from the original, so you should use the cloned model in similar viewing circumstances (e.g. when a model has wall in the back, then the cloned model should have a wall in the back too, so you can't view it from this position). Maybe you ...
by Ragnar_40k
Mon Jun 18, 2007 7:56 pm
Forum: ET Modding
Topic: Battery-Blow Backdoor wit dyno rebuild temporary-blow satch
Replies: 5
Views: 6829

mortis wrote:I haven't had much success. I've been busy with some other projects lately and I haven't had much time to dedicate to finding a solution as yet. I'll keep investigating when I get some time.
Ok, I made a script:
http://bani.anime.net/banimod/forums/vi ... 5500#65500
by Ragnar_40k
Mon Jun 18, 2007 7:54 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

Ok here a Battery script with a rebuildable Backdoor. The script includes: ETPro fixes. Sturdy Beach Assault Ramp Constructible Bunker Assault Ramp Rebuildable Backdoor Download link The script isn't final yet and still needs some fine tuning, but the main features all work. Suggestions welcome. :D
by Ragnar_40k
Sun Jun 17, 2007 3:32 pm
Forum: ET Modding
Topic: Battery-Blow Backdoor wit dyno rebuild temporary-blow satch
Replies: 5
Views: 6829

Afaik mortis was trying to implement something like this with mapscripts.
by Ragnar_40k
Sun Jun 17, 2007 4:56 am
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

The func_constructible also includes a ramp model with brush works. Just clone model 1 and model 10 with different origins (e.g. just add 100 to the first coordinate value) and you'll have 2 ramps. I need model 10 for the func_constructible, but it has the vis issue. So I also need to clone model 1 ...
by Ragnar_40k
Sun Jun 17, 2007 4:26 am
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

Hmmm I think you'll find that the actual visible ramp brushwork is the script_mover called "bunkerplanks_model" - which is what you'd want to target. "bunkerplanks_model" is a cloned lms ramp (model "*1"). To make the bunker ramp constructible I need to clone the ramp ...
by Ragnar_40k
Sat Jun 16, 2007 7:07 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

Either I do something wrong or it doesn't work. :/ I removed the cloned lms ramp model and added the following (don't know if mins and maxs keys are necessary): create { classname "misc_vis_dummy" target "bunkerplanks" origin "1960 -3752 1024" mins "-1000 ...
by Ragnar_40k
Thu Jun 14, 2007 9:03 am
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

I included alot of comments, I hope they are helpful ... :)
by Ragnar_40k
Thu Jun 14, 2007 3:56 am
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

Ok here is the complete script: Constructible Bunker Assault Ramp & Sturdy Beach Assault Ramp http://forum.splatterladder.com/index.php?showtopic=6317 PS: It seems that a "cloned" model inherits the vis calculation from the original. So when a cloned object can viewed from an angle fro...
by Ragnar_40k
Wed Jun 13, 2007 11:28 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

Ahh, nice. Such dumb mistakes, but I guess a fresh look always helps. ;)
by Ragnar_40k
Wed Jun 13, 2007 2:32 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 36427

I cloned a func_constructible but somehow I can't get it to work correctly. Near the bunker planks you see the pliers icon and you can construct something (it uses chargebar and sometime the construction stops). It seems that the several triggers are not called correctly. Don't know whats wrong, may...