Updated map scripts for fueldump, supplydepot, railgun +more
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hey mortis,
is there a possibility to build something like collisionfiles or some invisible walls which prevents players from using some mapbugs/jumps?
e.g. on supply allies can jump from westbunkerwall over the depotfences and construct the crancontrols while axis standing in front and waiting and waiting ;D (see screen) http://flitze-kagge.de/sdwestjump.jpg
next thing is a jump from east into supplybase (see screen) also possible to fix? http://flitze-kagge.de/sdeastjump.jpg
other thing would be the pushbug on braundorf_b4 - you can push a player through the maingatewall (if demo/infos needed tell me) + additionally the last message on braundorf_b4 "controls destroyed" appearing like 4-5 times on the side - would be great if you/somebody can fix those two things and release a new/updated b4 mapscript
and on karsiah_te2 there is a shit collisionbug - the mapper fixed some things from te to te2 and forgot to change/add the new collisionfile - he removed a small threshold but the collisionthing is still there - so a invisible barrier where you have to "jump" over. (see screen) possible to fix?
http://flitze-kagge.de/karsiah.jpg
btw all the changes will be in the next configupdate by clanbase/other european conifgs...thus the more we can fix the better for all ;p
and last but not least snatch3 is released and i wanna ask if you can change your snatch2 script (remove the barrierthings / spawn/maptime and so on) for the 3rd versiona s well (i wanna do some testmatches on it to see if it is suited for competition in europe!). (snatch 3 http://files.filefront.com/snatch3pk3/; ... einfo.html )
so far - thx for your help!
SPU9
is there a possibility to build something like collisionfiles or some invisible walls which prevents players from using some mapbugs/jumps?
e.g. on supply allies can jump from westbunkerwall over the depotfences and construct the crancontrols while axis standing in front and waiting and waiting ;D (see screen) http://flitze-kagge.de/sdwestjump.jpg
next thing is a jump from east into supplybase (see screen) also possible to fix? http://flitze-kagge.de/sdeastjump.jpg
other thing would be the pushbug on braundorf_b4 - you can push a player through the maingatewall (if demo/infos needed tell me) + additionally the last message on braundorf_b4 "controls destroyed" appearing like 4-5 times on the side - would be great if you/somebody can fix those two things and release a new/updated b4 mapscript
and on karsiah_te2 there is a shit collisionbug - the mapper fixed some things from te to te2 and forgot to change/add the new collisionfile - he removed a small threshold but the collisionthing is still there - so a invisible barrier where you have to "jump" over. (see screen) possible to fix?
http://flitze-kagge.de/karsiah.jpg
btw all the changes will be in the next configupdate by clanbase/other european conifgs...thus the more we can fix the better for all ;p
and last but not least snatch3 is released and i wanna ask if you can change your snatch2 script (remove the barrierthings / spawn/maptime and so on) for the 3rd versiona s well (i wanna do some testmatches on it to see if it is suited for competition in europe!). (snatch 3 http://files.filefront.com/snatch3pk3/; ... einfo.html )
so far - thx for your help!
SPU9
- mortis
- Posts: 360
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All of those are doable when I get some time. The trick-jump into the depot...I'm not sure if that really counts as an exploit, but yes, it wouldn't be hard to block it using fakebrushes. I'll need demos for some of those errors so that I can see exactly where the problems are, It wouldn't be hard to merge my Snatch 2 fixes / changes into Snatch 3, it's just a question of time....
The karsiah bug might be a structural brush, I don't think I can remove those in ETpro, but I might be able to create invisible steps that rise you up-and-over the bump naturally. The best solution would be a te3 version with the brush removed.
The karsiah bug might be a structural brush, I don't think I can remove those in ETpro, but I might be able to create invisible steps that rise you up-and-over the bump naturally. The best solution would be a te3 version with the brush removed.
ôk would be nice
and for the supplythings - would be best if you update the "Supply - alternate script
http://images.quakewarsterritory.com/mortis/supply.zip" script (not the supply.script with the big collisionbox on top (with other words the script WITHOUT the satchelfixthing .
thx and good luck !
and for the supplythings - would be best if you update the "Supply - alternate script
http://images.quakewarsterritory.com/mortis/supply.zip" script (not the supply.script with the big collisionbox on top (with other words the script WITHOUT the satchelfixthing .
thx and good luck !
if anyone looking for adlernest script u can download it here: http://www.antman.info/wolf/etpro/mapsc ... est.script
dersaiden's site is offline
dersaiden's site is offline
did some playing on server of friends and found out that roof of adlernest isnt clipped..Server is running jay with FF off so it was possible to acces roof with nade jump and steel documents.
This kind of ruining the gameplay i desided to clipp the hole roof.
for those who want it here it is.
Hope it will be usefull for some.
This kind of ruining the gameplay i desided to clipp the hole roof.
for those who want it here it is.
Code: Select all
create
{
scriptname "rooffix"
classname "func_fakebrush"
origin "664 -815 280"
contents 65536 // CONTENTS_PLAYERCLIP //
mins "-488 -2023 0"
maxs "488 2023 184"
}