Page 2 of 13

Posted: Fri Dec 16, 2005 8:34 am
by mortis
-bump-

This thread has been repaired, on account of the etpro forums HD crash.

Posted: Sat Jan 28, 2006 3:43 pm
by mortis
New etpromapscripts for railgun:

1. railgun bugfix:

Uses fakebrush to keep players out of oil tank
Uses trigger_hurt to punish exploiters who manage to get in anyway

http://images.bsdterritory.com/Mortis/railgun.script

2. railgun fun (if you want to spice things up):

same bugfixes as #1
allows axis to spawn at CP when built (thanks seven_dc)
reduces map duration from 30 minutes to 20 minutes

http://images.bsdterritory.com/Mortis/railgun_fun.zip

--Mortis

Posted: Sat Jan 28, 2006 4:51 pm
by gotenks
anyone wanna come up with a mapscript that would allow axis to rebuild the back door/add a second door that's not dynoable, i have an idea if someone is interested

Posted: Sat Jan 28, 2006 4:53 pm
by mortis
I don't think that would be too difficult to do....

Posted: Mon Jan 30, 2006 9:47 am
by deej
mortis wrote:New etpromapscripts for railgun:

1. railgun bugfix:

Uses fakebrush to keep players out of oil tank
Uses trigger_hurt to punish exploiters who manage to get in anyway

http://images.bsdterritory.com/Mortis/railgun.script

2. railgun fun (if you want to spice things up):

same bugfixes as #1
allows axis to spawn at CP when built (thanks seven_dc)
reduces map duration from 30 minutes to 20 minutes

http://images.bsdterritory.com/Mortis/railgun_fun.zip

--Mortis
Dunno if it's too much to ask, but could you also merge these with the tower spawn script from Ragnar? Or vice versa of course.

Posted: Mon Jan 30, 2006 12:10 pm
by mortis
It could be done, but the spawn handling might be tricky. I was thinking about it the other day, but I realized that hybridizing it might be difficult. Another idea would be to reverse the spawns so that allies spawn there after the ammo has been moved to the second tug, perhaps.

Posted: Mon Jan 30, 2006 1:27 pm
by mortis
After a closer look, I think the two scripts can be safely merged.

I did so, making a "bugfix + tower spawns" version, and a "bugfix + tower spawns + axis cp spawns + 20 min time limit" version (probably some sort of moverscale adjustment will be necessary to make stopwatch more fun).

I put these scripts together on my lunch hour at work, so they are *untested* and *use at your own risk*. Let me know if there are any bugs and I'll fix them. I *think* that they will work just fine, but it never hurts to extensively beta test, and I can't do that at work, alas.

Basic bugfix + 6 tower spawns

http://images.bsdterritory.com/Mortis/railgun_tower.zip

Bugfix + 6 tower spawns + Axis CP spawn + 20 min time limit

http://images.bsdterritory.com/Mortis/r ... _tower.zip

Enjoy!

Posted: Sun Feb 05, 2006 1:09 pm
by mortis
New beta script for et_beach


Et_beach *use at your own risk*

http://images.bsdterritory.com/Mortis/et_beach.script

Fixes south beach spawns, double/triple messages, adds supply bunker spawn for allies when CP is built, many other minor fixes.

Posted: Mon Feb 06, 2006 6:20 am
by deej
et_beach is not beach from RTCW right? or is it?

Posted: Mon Feb 06, 2006 6:35 am
by gotenks
it should be...

Posted: Sat Mar 04, 2006 7:15 pm
by mortis
new beta Caen script

Caen

http://images.quakewarsterritory.com/mortis/Caen.script

Fixes MG42 lean + use exploit

Posted: Sun Mar 05, 2006 8:25 pm
by mortis

Posted: Wed Apr 19, 2006 1:11 pm
by mortis
I have moved to a new domain: :D

http://forums.quakewarsterritory.com/index.php

I have updated all the links in this forum, but all old bsdterritory links are going to give you a 404. All files have been moved to quakewarsterritory.

New bugfix script for oasis is forthcoming soon.

Posted: Wed May 24, 2006 9:35 am
by mortis
update - beta bugfix script for Fueldump

Fueldump - newest beta script

http://images.quakewarsterritory.com/mo ... ump.script

In addition to the standard etpro features, the autospawn is set to the command post (if active) at spline 73. An announcement indicates when this is set. This forces teh noobs to autospawn forward when the tank exits the tunnels and is heading towards the depot. Corrects autospawn wait times to be set prior to players spawning. Reduces end of round wait state, making a 31 second plant by Allies winnable (previously, Allies had to plant with 34 or more seconds remaining). This script is beta!

Posted: Wed May 24, 2006 3:41 pm
by mortis
Braundorf_b4

Speak of the devil, 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 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 chages and it looks clean to me. Script is in use on Game Arena servers in Australia.

http://images.quakewarsterritory.com/mo ... _b4.script