Page 9 of 13
Posted: Mon Jun 11, 2007 3:34 pm
by Ragnar_40k
Added some scripting to Battery, so theBeach Assault Ramp can only be destroyed with dynamite after Allies built it for the 5th time.
http://forum.splatterladder.com/index.p ... topic=6317
Code: Select all
beachplanks
{
spawn
{
wait 200
trigger beachplanks setup
constructible_class 2
accum 7 set 0 // Ragnar: Use accum 7 to count how often the Beachplanks were destroyed, 0 times so far.
}
.
.
.
built final
{
.
.
.
trigger self built_count_dispatch // Ragnar: Assault Ramp built one more time, take action accordingly to accum value with the death count.
}
.
.
.
death
{
.
.
.
accum 7 inc 1 // Ragnar: Beachplanks are destroyed one more time.
trigger self destroyed_count_dispatch // Ragnar: Take action accordingly to accum value.
}
// Ragnar begin: Some new triggers to count how often the Assault Ramp was built resp. destroyed and to take actions accordingly.
trigger built_count_dispatch
{
// Only "deaths" are count, the built count is always (death count + 1).
accum 7 trigger_if_equal 0 beachplanks built_count_1
accum 7 trigger_if_equal 1 beachplanks built_count_2
accum 7 trigger_if_equal 2 beachplanks built_count_3
accum 7 trigger_if_equal 3 beachplanks built_count_4
accum 7 trigger_if_equal 4 beachplanks built_count_5
}
trigger destroyed_count_dispatch
{
accum 7 trigger_if_equal 1 beachplanks destroyed_count_1
accum 7 trigger_if_equal 2 beachplanks destroyed_count_2
accum 7 trigger_if_equal 3 beachplanks destroyed_count_3
accum 7 trigger_if_equal 4 beachplanks destroyed_count_4
}
trigger built_count_1
{
wm_announce "^1Beach Assault Ramp built for the 1st time."
}
trigger built_count_2
{
wm_announce "^1Beach Assault Ramp built for the 2nd time."
}
trigger built_count_3
{
wm_announce "^1Beach Assault Ramp built for the 3rd time."
}
trigger built_count_4
{
wm_announce "^1Beach Assault Ramp built for the 4th time."
}
trigger built_count_5
{
constructible_class 3 // Beachplanks were built for the 5th time, make Beachplanks destroyable by dyno only.
wm_announce "^1Beach Assault Ramp built for the 5th time. Allies now know how to build a sturdier ramp - Axis can only destroy it with dynamite from now on."
}
trigger destroyed_count_1
{
wm_announce "^1Beach Assault Ramp destroyed for the 1st time."
}
trigger destroyed_count_2
{
wm_announce "^1Beach Assault Ramp destroyed for the 2nd time."
}
trigger destroyed_count_3
{
wm_announce "^1Beach Assault Ramp destroyed for the 3rd time."
}
trigger destroyed_count_4
{
wm_announce "^1Beach Assault Ramp destroyed for the 4th time. This one looked sturdier than the last ones."
}
// Ragnar end: New triggers.
}
Posted: Mon Jun 11, 2007 4:55 pm
by Dersaidin
Ragnar_40k wrote:This one looked sturdier than the last ones.
Lol, nice idea.
Posted: Fri Jun 15, 2007 1:37 pm
by Father
It looks great, it's interesting replacement for 'back door' script..
Posted: Tue Jul 03, 2007 11:28 am
by Luk4ward
mortis wrote:Braundorf_b4
http://images.quakewarsterritory.com/mo ... _b4.script
Syd at GameArena developed this script to prevent 35 second allied-dynamite-plant-but-axis wins bug, fixed the same day I made a script for Fueldump that fixes the same kind of bug. This script also prevents you from dying if you fall into the tunnel from at a certain spot. I did not author this script, but I did survey the changes and it looks clean to me. Script is in use on Game Arena servers in Australia.
Found out more bugs if u want to fix
Demo:
click
One of the bug is on this youtube video:
click
Posted: Tue Jul 03, 2007 7:08 pm
by Dersaidin
So I guess it needs a fake brush next to the gate there and in that barrel near the gate too. Also theres the command map bug in b4...
Perhaps its time for b5
Posted: Tue Jul 03, 2007 11:54 pm
by nedd3h
there's plenty of feedback and bug reports now for braundorf to go final imo
it would be a shame for such a good map not to see a final release
Posted: Thu Jul 12, 2007 7:11 pm
by Ragnar_40k
Posted: Thu Jul 12, 2007 7:20 pm
by vendetta50
One of the members of my site made this hope you like:
Theres only 1 download on the web to it at the moment of posting this i think:
CLICK HERE FOR SCRIPT
Posted: Fri Jul 13, 2007 6:36 am
by Ragnar_40k
Made a separate version for noquarter, since it seems that noquarter doesn't seem to support the "set" command in the same the way as ETPro or Jaymod.
Posted: Mon Jul 16, 2007 7:59 am
by mortis
vendetta50 wrote:One of the members of my site made this hope you like:
Theres only 1 download on the web to it at the moment of posting this i think:
CLICK HERE FOR SCRIPT
nice! models are well-positioned!
Posted: Mon Jul 16, 2007 5:26 pm
by gotenks
can that be a buildable bridge for the allies?
Posted: Tue Jul 17, 2007 8:49 am
by squadjot
cool little mod
Posted: Tue Jul 17, 2007 2:54 pm
by vendetta50
gotenks wrote:can that be a buildable bridge for the allies?
Actually its just there right now the creator stinVec says this:
Here is the code to add into existing Fueldump Map Scripts...since many server admins have their mapscripts set how they want:
// ---START--- StinVec Assault Bridge for Axis in Fueldump
create
{
scriptName "axisbridge"
targetname "axisbridge"
classname "script_mover"
origin "-10712 -5931 603"
angles "0 -47 2"
model "*10"
spawnflags "2"
modelscale 1.04
}
// ---END--- StinVec Assault Bridge for Axis in Fueldump
Actually that is one of the mods that I've made for ET.
It's not available ANYWHERE so if you would like it to add to etconfigs then I'd love to give you some exclusive content smiley
I have a ton of other things I've made also that I've thought about uploading to you.
The bridge is not tied to a construction material and is always there. Fueldump is maxed on TOI so it'll be hard to get it to be constructible and destructible...but it's possible. If you want me to work on those versions then just hit me with details like which team can construct it and stuff.
He explains hes going to have a constructable version made soon in the pm he sent me.
Also heres another angle of the shot:
Posted: Wed Jul 18, 2007 1:41 pm
by Ragnar_40k
Added a "front line mod" to the battery script: the more objectives Allies accomplish at the back the closer they push the front line to the Backdoor. Axis can push Allies back by denying Allies an objective. For a complete description see
http://forum.splatterladder.com/index.p ... st&p=45120.
Note: I planned to update the origin of the eastbeach_wobj entity accordingly to the current front line point count, but it seems that the set-origin-command for team_WOLF_objective entities does only work in the spawn trigger. So I placed the eastbeach_wobj entity up the cliff.
Code: Select all
game_manager
{
spawn
{
.
.
.
// Ragnar begin: Add Allied forward spawn points
// First the lowest spawnpoint.
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5136 -1184 488"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5200 -1184 504"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5200 -1248 528"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5136 -1248 520"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
// Middle spawnpoint.
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "4960 -1904 792"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "5024 -1904 792"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "5024 -1968 824"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "4960 -1968 824"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
// Top spawnpoint.
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4120 -2408 1056"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4184 -2408 1056"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4184 -2472 1080"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4120 -2472 1080"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
.
.
.
}
}
// Ragnar begin: Add scripting for forward spawns.
// How it works: 3 groups of forward spawn points are added (see above).
// They are (de)activated accordingly to the current front line point count (i.e. number of set bits in accum 7).
eastbeach_wobj
{
spawn
{
accum 7 set 0 // Use accum 7 to store the current states of the objectives which influence the forward spawn.
// Used as bitset:
// Bit 0: 0=Axis cp built, 1=Axis cp destroyed
// Bit 1: 0=Allied cp destroyed, 1=Allied cp built
// Bit 2: 0=Backdoor built, 1=Backdoor destroyed
trigger self update
set
{
origin "4384 -2072 1088"
}
}
// Called from the resp. built_final trigger
trigger axis_cp_built
{
accum 7 abort_if_not_bitset 0
accum 7 bitreset 0
trigger self update
}
// Called from the resp. death trigger
trigger axis_cp_destroyed
{
accum 7 abort_if_bitset 0
accum 7 bitset 0
trigger self update
}
// Called from the resp. built_final trigger
trigger allied_cp_built
{
accum 7 abort_if_bitset 1
accum 7 bitset 1
trigger self update
}
// Called from the resp. death trigger
trigger allied_cp_destroyed
{
accum 7 abort_if_not_bitset 1
accum 7 bitreset 1
trigger self update
}
// Called from the resp. built_final trigger
trigger backdoor_built
{
accum 7 abort_if_not_bitset 2
accum 7 bitreset 2
trigger self update
}
// Called from the resp. death trigger
trigger backdoor_destroyed
{
accum 7 abort_if_bitset 2
accum 7 bitset 2
trigger self update
}
trigger update
{
// The number of set bits indicates the position of the forward spawn.
accum 7 trigger_if_equal 0 eastbeach_wobj set_default
accum 7 trigger_if_equal 1 eastbeach_wobj set_1 // 1 bit set.
accum 7 trigger_if_equal 2 eastbeach_wobj set_1 // 1 bit set.
accum 7 trigger_if_equal 3 eastbeach_wobj set_2 // 2 bits set.
accum 7 trigger_if_equal 4 eastbeach_wobj set_1 // 1 bit set.
accum 7 trigger_if_equal 5 eastbeach_wobj set_2 // 2 bits set.
accum 7 trigger_if_equal 6 eastbeach_wobj set_2 // 2 bits set.
accum 7 trigger_if_equal 7 eastbeach_wobj set_3 // 3 bits set.
}
// Set back to default position.
trigger set_default
{
wm_announce "Enable default East Beach spawn for Allies."
setstate forward_spawns_1 invisible
setstate forward_spawns_2 invisible
setstate forward_spawns_3 invisible
}
// Set to lowest forward spawn.
trigger set_1
{
wm_announce "Enable Allied forward spawn 1."
setstate forward_spawns_1 default
setstate forward_spawns_2 invisible
setstate forward_spawns_3 invisible
}
// Set to middle forward spawn.
trigger set_2
{
wm_announce "Enable Allied forward spawn 2."
setstate forward_spawns_1 default
setstate forward_spawns_2 default
setstate forward_spawns_3 invisible
}
// Set to top forward spawn.
trigger set_3
{
wm_announce "Enable Allied forward spawn 3."
setstate forward_spawns_1 default
setstate forward_spawns_2 default
setstate forward_spawns_3 default
}
}
// Ragnar end: Add scripting for forward spawns.
Posted: Wed Jul 18, 2007 2:46 pm
by vendetta50
Ragnar_40k wrote:Added a "front line mod" to the battery script: the more objectives Allies accomplish at the back the closer they push the front line to the Backdoor. Axis can push Allies back by denying Allies an objective. For a complete description see
http://forum.splatterladder.com/index.p ... st&p=45120.
Note: I planned to update the origin of the eastbeach_wobj entity accordingly to the current front line point count, but it seems that the set-origin-command for team_WOLF_objective entities does only work in the spawn trigger. So I placed the eastbeach_wobj entity up the cliff.
Code: Select all
game_manager
{
spawn
{
.
.
.
// Ragnar begin: Add Allied forward spawn points
// First the lowest spawnpoint.
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5136 -1184 488"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5200 -1184 504"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5200 -1248 528"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_1"
targetname "forward_spawns_1"
origin "5136 -1248 520"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
// Middle spawnpoint.
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "4960 -1904 792"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "5024 -1904 792"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "5024 -1968 824"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_2"
targetname "forward_spawns_2"
origin "4960 -1968 824"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "225"
}
// Top spawnpoint.
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4120 -2408 1056"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4184 -2408 1056"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4184 -2472 1080"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
create
{
classname "team_CTF_bluespawn"
scriptname "forward_spawns_3"
targetname "forward_spawns_3"
origin "4120 -2472 1080"
spawnflags "3" // INVULNERABLE(1) + START_ACTIVE(2)
angle "270"
}
.
.
.
}
}
// Ragnar begin: Add scripting for forward spawns.
// How it works: 3 groups of forward spawn points are added (see above).
// They are (de)activated accordingly to the current front line point count (i.e. number of set bits in accum 7).
eastbeach_wobj
{
spawn
{
accum 7 set 0 // Use accum 7 to store the current states of the objectives which influence the forward spawn.
// Used as bitset:
// Bit 0: 0=Axis cp built, 1=Axis cp destroyed
// Bit 1: 0=Allied cp destroyed, 1=Allied cp built
// Bit 2: 0=Backdoor built, 1=Backdoor destroyed
trigger self update
set
{
origin "4384 -2072 1088"
}
}
// Called from the resp. built_final trigger
trigger axis_cp_built
{
accum 7 abort_if_not_bitset 0
accum 7 bitreset 0
trigger self update
}
// Called from the resp. death trigger
trigger axis_cp_destroyed
{
accum 7 abort_if_bitset 0
accum 7 bitset 0
trigger self update
}
// Called from the resp. built_final trigger
trigger allied_cp_built
{
accum 7 abort_if_bitset 1
accum 7 bitset 1
trigger self update
}
// Called from the resp. death trigger
trigger allied_cp_destroyed
{
accum 7 abort_if_not_bitset 1
accum 7 bitreset 1
trigger self update
}
// Called from the resp. built_final trigger
trigger backdoor_built
{
accum 7 abort_if_not_bitset 2
accum 7 bitreset 2
trigger self update
}
// Called from the resp. death trigger
trigger backdoor_destroyed
{
accum 7 abort_if_bitset 2
accum 7 bitset 2
trigger self update
}
trigger update
{
// The number of set bits indicates the position of the forward spawn.
accum 7 trigger_if_equal 0 eastbeach_wobj set_default
accum 7 trigger_if_equal 1 eastbeach_wobj set_1 // 1 bit set.
accum 7 trigger_if_equal 2 eastbeach_wobj set_1 // 1 bit set.
accum 7 trigger_if_equal 3 eastbeach_wobj set_2 // 2 bits set.
accum 7 trigger_if_equal 4 eastbeach_wobj set_1 // 1 bit set.
accum 7 trigger_if_equal 5 eastbeach_wobj set_2 // 2 bits set.
accum 7 trigger_if_equal 6 eastbeach_wobj set_2 // 2 bits set.
accum 7 trigger_if_equal 7 eastbeach_wobj set_3 // 3 bits set.
}
// Set back to default position.
trigger set_default
{
wm_announce "Enable default East Beach spawn for Allies."
setstate forward_spawns_1 invisible
setstate forward_spawns_2 invisible
setstate forward_spawns_3 invisible
}
// Set to lowest forward spawn.
trigger set_1
{
wm_announce "Enable Allied forward spawn 1."
setstate forward_spawns_1 default
setstate forward_spawns_2 invisible
setstate forward_spawns_3 invisible
}
// Set to middle forward spawn.
trigger set_2
{
wm_announce "Enable Allied forward spawn 2."
setstate forward_spawns_1 default
setstate forward_spawns_2 default
setstate forward_spawns_3 invisible
}
// Set to top forward spawn.
trigger set_3
{
wm_announce "Enable Allied forward spawn 3."
setstate forward_spawns_1 default
setstate forward_spawns_2 default
setstate forward_spawns_3 default
}
}
// Ragnar end: Add scripting for forward spawns.
Nice