Updated map scripts for fueldump, supplydepot, railgun +more
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- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
Supply
http://images.quakewarsterritory.com/mo ... ply.script
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and offers new satchel/crane control exploit fix. Fixes wm_endround waitstate.
Supply - alternate script
http://images.quakewarsterritory.com/mortis/supply.zip
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and removes new satchel/crane control exploit fix. Fixes wm_endround waitstate.Players will no longer bounce into invisible walls, but the satchel exploit is possible with this script! This version was requested by GA for competition and the desire to play with no playerclips in the passages.
http://images.quakewarsterritory.com/mo ... ply.script
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and offers new satchel/crane control exploit fix. Fixes wm_endround waitstate.
Supply - alternate script
http://images.quakewarsterritory.com/mortis/supply.zip
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and removes new satchel/crane control exploit fix. Fixes wm_endround waitstate.Players will no longer bounce into invisible walls, but the satchel exploit is possible with this script! This version was requested by GA for competition and the desire to play with no playerclips in the passages.
yep, it works . Many thanks, this script is the bestmortis wrote:Fueldump "Pro" Script III
http://images.quakewarsterritory.com/mo ... ump_v5.zip
In addition to all etpro features and setting of the allied autospawn to the cp at spline 73, this script disables stage 2 of the east depot defenses. Thanks to 2/3Soul for the modified constructible code. Noobs can no longer build the east defenses, stage 2 with this script. Only stage 1 can be built. On the west side, both stages of depot defenses work normally. No more games spoiled by hyperactive noobs. Player clips block all trickjumps into fueldump. 2 axis spawns are enabled in the Axis truck garage. Axis can spawn at Axis CP when CP is built. Allies can spawn at Health and Ammo hut after advancing the tank to the MG nest. Allied spawn at Ammo Hut is disabled after tank blows the main tunnel door. Axis spawn is disabled by blowing up the Axis CP. Bridge stages reduced to one engy bar each for faster build. Allied footpath is reduced to .75 bar for fast build time. This script is experimental!
wolFTeam.pl
nope, works g8, i was testing and playing , but i found a bug in adlernest. The sound + msg was repeating all time, i have only a part of the log from server:mortis wrote:No bugs, so far? I only tried the script once on a localhost to verify its features were operating correctly.
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.
Last edited by Luk4ward on Thu Apr 05, 2007 8:04 am, edited 1 time in total.
wolFTeam.pl
it was in the position of etpro popup , i dnt remember correctly but it was propably the cpm / cpmsay location and of coz in console too + looped sound over and over until they capture the obj and finish the mapDersaidin wrote:Hmmm, weird bug.
Did it actually announce lots of times on players huds, or was it just in console?
wolFTeam.pl
I see. Tought that if u can spawn allies @ ammo/med cabinets when tank is passing it u will be able to do same with the spawn axis @ cp.mortis wrote:I knew about that...it gives the allies incentive to blow the CP and keep it blown.
I can disabled it automatically, but if the CP is later destroyed and rebuilt, it would be come active again...it's your choice.
wolFTeam.pl
I see, i also notice some unpleasent thing;p: when allied set the spawn @ ammo/med and then when the new spawn become [cp or the HQ (or only HQ)] or has been destroyed [cp] the script is pushing allied @ the first respawn, i'll have to record demo if u dnt understand my english ;p
Btw the knowledge from map scripting should be updated and sorted here ;p ( http://wolfwiki.anime.net/index.php/Map_scripting ), so the more ppl can work on them
regards
Btw the knowledge from map scripting should be updated and sorted here ;p ( http://wolfwiki.anime.net/index.php/Map_scripting ), so the more ppl can work on them
regards
Last edited by Luk4ward on Mon Apr 23, 2007 11:27 am, edited 1 time in total.
wolFTeam.pl
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
yes, I can explain to you why that happens. When you manually set the spawnpoint, it attempts to spawn you there, even if a later event (building the CP for example) sets a different autospawn. By manually setting it, you tell Wolfy to ignore the autospawns. When the ammo spawn becomes disabled, the game then tries to spawn you at the spawn point that is physically nearest the spawn you selected manually, in this case further back than you were hoping. If you manually set the spawn to the CP in the limbo menu, you will thereafter spawn forward normally. Or you should be able to, at the very least.
In other words, you spawn at an active spawnpoint that is closest to the one you selected in the limbo menu.
In other words, you spawn at an active spawnpoint that is closest to the one you selected in the limbo menu.
aa, i see, thx for explanation and great workmortis wrote:yes, I can explain to you why that happens. When you manually set the spawnpoint, it attempts to spawn you there, even if a later event (building the CP for example) sets a different autospawn. By manually setting it, you tell Wolfy to ignore the autospawns. When the ammo spawn becomes disabled, the game then tries to spawn you at the spawn point that is physically nearest the spawn you selected manually, in this case further back than you were hoping. If you manually set the spawn to the CP in the limbo menu, you will thereafter spawn forward normally. Or you should be able to, at the very least.
In other words, you spawn at an active spawnpoint that is closest to the one you selected in the limbo menu.
wolFTeam.pl
the same bug after a shuffle without restart, but on bremen_b1: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.
wolFTeam.pl