Updated map scripts for fueldump, supplydepot, railgun +more

Discussion for any ET/ETPro/BayonET bugs or cheats you find...

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Dersaidin
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Post by Dersaidin »

Odd.
I have never seen this before on either of those maps - or any other maps.

And I can't see anything in the script or any entities which may have caused something like that to happen.

Are you using a custom mapscript?

For bremen, I can fix it for b2 without knowing why it happens... since I plan on removing the keycard and and putting a dyno objective there instead.
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Luk4ward
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Post by Luk4ward »

Dersaidin wrote:Odd.
I have never seen this before on either of those maps - or any other maps.

And I can't see anything in the script or any entities which may have caused something like that to happen.

Are you using a custom mapscript?

For bremen, I can fix it for b2 without knowing why it happens... since I plan on removing the keycard and and putting a dyno objective there instead.
For alder im using mapscript by mortis, for bremen i got standard. I think its happening when allies got obj and then there is shuffle without restart.

@bremen
The axis spawn near the obj (keycard) is too close and map is difficult for allies to win. Should be done much easier to learn and play imo, anyway its a gr8 map ;]
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Father
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Post by Father »

Luk4ward wrote:
Dersaidin wrote:Odd.
I have never seen this before on either of those maps - or any other maps.

And I can't see anything in the script or any entities which may have caused something like that to happen.

Are you using a custom mapscript?

For bremen, I can fix it for b2 without knowing why it happens... since I plan on removing the keycard and and putting a dyno objective there instead.
For alder im using mapscript by mortis, for bremen i got standard. I think its happening when allies got obj and then there is shuffle without restart.

@bremen
The axis spawn near the obj (keycard) is too close and map is difficult for allies to win. Should be done much easier to learn and play imo, anyway its a gr8 map ;]
Yeah, I got similar bug with gold.. on Gold Rush. Two goldbars were loaded on truck, but goldbars were still in bank too. And it makes similar 'OBJ report' spam.. :P
If you don't do it, someone else will.
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mortis
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Post by mortis »

Father wrote:
Luk4ward wrote:
Dersaidin wrote:Odd.
I have never seen this before on either of those maps - or any other maps.

And I can't see anything in the script or any entities which may have caused something like that to happen.

Are you using a custom mapscript?

For bremen, I can fix it for b2 without knowing why it happens... since I plan on removing the keycard and and putting a dyno objective there instead.
For alder im using mapscript by mortis, for bremen i got standard. I think its happening when allies got obj and then there is shuffle without restart.

@bremen
The axis spawn near the obj (keycard) is too close and map is difficult for allies to win. Should be done much easier to learn and play imo, anyway its a gr8 map ;]
Yeah, I got similar bug with gold.. on Gold Rush. Two goldbars were loaded on truck, but goldbars were still in bank too. And it makes similar 'OBJ report' spam.. :P
I have only seen that occur when the game is paused and a scripting routine was happening...for example when the gold bars are being loaded on the truck in supplydepot. If you pause it while the bars are being moved, the crane will continue to move and drop off the gold bars, but when you drive away, you'll have one bar in the truck and another in midair.

Can you still interact with the gold bars in the bank, even after they've been loaded, or is it just visible, but cannot be picked up?
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Father
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Post by Father »

mortis wrote: Can you still interact with the gold bars in the bank?
Yes, you could pick up it. It was crazy becouse amount of goldbars in bank was unlimited.. :lol:

I think I have somewhere demo or screen shots..
If you don't do it, someone else will.
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mortis
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Post by mortis »

Hmm. Can you reproduce the error consistently, or does it just happen from time to time?
gemanix
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Post by gemanix »

Luk4ward wrote:
Luk4ward wrote: i have only a part of the log from server [aldernest]:

Code: Select all

02:47.00 etpro popup: allies stole "the documents"

02:47.41 etpro announce: "Main blast door opening!"

02:49.55 Item: 6 team_CTF_redflag
02:49.55 etpro popup: allies stole ""
02:50.00 etpro popup: axis returned "the documents"
02:50.05 etpro popup: axis returned "the documents"
02:50.05 etpro popup: axis returned ""
02:50.05 etpro popup: axis returned ""
02:50.05 etpro popup: axis returned "the documents"
02:50.05 etpro popup: axis returned ""
02:50.05 etpro popup: axis returned ""
02:50.05 etpro popup: axis returned ""
02:50.05 etpro popup: axis returned ""
02:50.05 etpro popup: axis returned ""
02:50.07 etpro announce: "Main blast door closing!"

02:50.24 etpro announce: "Allied team has transmitted the documents!"
02:50.24 Exit: Wolf EndRound.
the same bug after a shuffle without restart, but on bremen_b1:
Image
I remember this happening once on a pub. If I recall correctly, it was radar.
It happened after a shuffle without restart. Allies had stolen the parts. After the shuffle, and as we were waiting to spawn, it kept alternating between 'lost the parts' and 'stolen the parts'. The announcer was going nuts - it took him fully a minute to catch up.

I remember thinking at the time that it's due to the player being dead, but not spawned yet and still positioned over the dropped parts.

Hope that helps in reproducing the issue.
Dersaidin
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Post by Dersaidin »

It sounds like this is an issue in the game, not in the mapscript.

Something along the lines of a restart/shuffle causing script events to get triggered lots of times.
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mortis
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Post by mortis »

One the script variables is probably not getting reset. If the game is paused/reset during script lockouts, all kinds of strange things can happen.
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mortis
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Post by mortis »

-bump- added Dersaiden's updated Adlernest script.
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Ragnar_40k
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Post by Ragnar_40k »

Idea for battery: Adding some way so Allies can enter the bunker near the North West-MG Nest w/o trickjumping (this is the mg nest at the front overlooking the Assault Ramp area).

Code (add to game_manager, trigger spawn, just under the additions made by the ETPro team):

Code: Select all

        // Ragnar begin: Add spool pile
        // Todo: Rotate some spools, so the textures arn't aligned and it looks more natural. Though this requires adjustments of the keys: origin, angles, mins, mins.

        // Ragnar: Add lowest/bottom spool.
        create
        {
            scriptname "spool_1"
            targetname "spool_1"
            origin "1870 -3880 925"    
            angles "90 0 0"                     
            classname "misc_gamemodel"
            modelscale 1
            contents 1
            mins "-8 -45 -14"                   
            maxs "80 45 14"                     
            clipmask 1
            model "models/mapobjects/spool_sd/spool.md3"
        }

        // Ragnar: Add 2nd spool from the bottom.
        create
        {
            scriptname "spool_2"
            targetname "spool_2"
            origin "1868 -3882 957.75"          
            angles "90 0 0"                     
            classname "misc_gamemodel"
            modelscale 1
            contents 1
            mins "-8 -45 -14"                   
            maxs "80 45 14"                     
            clipmask 1
            model "models/mapobjects/spool_sd/spool.md3"
        }

        // Ragnar: Add 3rd spool from the bottom.
        create
        {
            scriptname "spool_3"
            targetname "spool_3"
            origin "1872 -3880 990.5"           
            angles "90 0 0"                     
            classname "misc_gamemodel"
            modelscale 1
            contents 1
            mins "-8 -45 -14"                   
            maxs "80 45 14"                     
            clipmask 1
            model "models/mapobjects/spool_sd/spool.md3"
        }

        // Ragnar: Add 4th spool from the bottom.
        create
        {
            scriptname "spool_4"
            targetname "spool_4"
            origin "1869 -3879 1023.25"         
            angles "90 0 0"                     
            classname "misc_gamemodel"
            modelscale 1
            contents 1
            mins "-8 -45 -14"                   
            maxs "80 45 14"                     
            clipmask 1
            model "models/mapobjects/spool_sd/spool.md3"
        }

        // Ragnar: Add 5th spool from the bottom.
        create
        {
            scriptname "spool_5"
            targetname "spool_5"
            origin "1868 -3884 1056"            
            angles "90 0 0"                     
            classname "misc_gamemodel"
            modelscale 1
            contents 1
            mins "-8 -45 -14"                   
            maxs "80 45 14"                     
            clipmask 1
            model "models/mapobjects/spool_sd/spool.md3"
        }

        // Add top spool, i.e. 6th spool from the bottom.
        create
        {
            scriptname "spool_6"
            targetname "spool_6"
            origin "1880 -3890 1088.75"         
            angles "90 0 0"                     
            classname "misc_gamemodel"
            modelscale 1
            contents 1
            mins "-8 -45 -14"                   
            maxs "80 45 14"                     
            clipmask 1
            model "models/mapobjects/spool_sd/spool.md3"
        }
        // Ragnar end: Add spool pile
This will add 6 spools, which can be climbed/jumped onto by players (click the thumbnail for a screenshot).

<a href="http://www.euroupload.eu/archiv.php?bild=44" target="_blank"><img src="http://www.euroupload.eu/tumbnail/11813 ... attery.jpg" border="0" alt="1181396261_2007-06-09-153541-battery.jpg" /></a>

PS: I tried to abuse the MG nest stuff so the pile could be destroyed and rebuilt. But I had no success in
  • Adding a new func_constructible
  • Changing the spawnflags for the MG nest func_constructible, so Allies can build something (all worked fine, but only Axis could build the pile)
  • There is no way to relocate (i.e. change the origin key) of another Allied constructible (e.g. a beach mg nest) to use it for the pile.
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Dersaidin
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Post by Dersaidin »

Lol, you'd be better off building a bridge.

Try spawning an assultramp there.

Actually... thats a pretty cool idea... I might do it myself, except I like the trickjump :D
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Ragnar_40k
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Post by Ragnar_40k »

Dersaidin wrote:Lol, you'd be better off building a bridge.

Try spawning an assultramp there.

Actually... thats a pretty cool idea... I might do it myself, except I like the trickjump :D
The problem is that spools are the only suitable .md3-models supplied by the stock .pk3 files. Alternatives were to spawn a truck (too large) or gold crates (to small, you would need lots of it).
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mortis
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Post by mortis »

Adding a new func_constructible doesn't seem to work. Reyalp tells me it does, but I have had no success at all with func_constructibles. I need to go /uninstall myself...
Dersaidin
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Location: Australia

Post by Dersaidin »

Ragnar_40k wrote:
Dersaidin wrote:Lol, you'd be better off building a bridge.

Try spawning an assultramp there.

Actually... thats a pretty cool idea... I might do it myself, except I like the trickjump :D
The problem is that spools are the only suitable .md3-models supplied by the stock .pk3 files. Alternatives were to spawn a truck (too large) or gold crates (to small, you would need lots of it).
Ragnar, you don't need to use MD3 (iirc) you can also use brushwork of an entity in the map.

http://bani.anime.net/banimod/forums/vi ... 5435#65435
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