Scripting in ET Pro 3

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=FF=im2good4u
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Post by =FF=im2good4u »

dont copy the example to there

make sure you set

Code: Select all

b_mapscriptblablabla "ffs"
but keep the example file inside etpro dir
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=FF=im2good4u
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Post by =FF=im2good4u »

are there any other contents flags ?

since it apears to be a power of 2 but then we are missing a lot :D

i would like to know if there are content flags for a ladders or a cousin or a portal
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SiliconSlick
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Post by SiliconSlick »

Wow... neat stuff...

Here's my diff for the etpro 3.1.0 Rail Gun script
to give Axis a second spawn in the trainyard tower.

Code: Select all

--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004
+++ railgun.script      Mon Aug 23 10:11:08 2004
@@ -6,6 +6,83 @@
 {
        spawn
        {
+               // SS - new spawns for Axis
+               create
+               {
+                       targetname "axistowermarker"
+                       scriptname "axistowermarker"
+                       spawnflags 3
+                       description "Axis Tower"
+                       origin "2050 5100 625"
+                       classname "team_WOLF_objective"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2000 5175 625"
+                       angle "-45"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2000 5175 360"
+                       angle "-45"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2100 5175 625"
+                       angle "-135"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2100 5050 625"
+                       angle "135"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2100 5050 360"
+                       angle "135"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2000 5050 625"
+                       angle "45"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
                //bani - bug fixes
                create
                {
The "mins" and "maxs" should probably be tossed...
I had problems originally because I had spawnflags
set to 1 and everyone was spawning in the same place
(I had done a "remove" on the "axisobjsspawns" like the
LMS script). I think setting it to 3 solved the problem.

Seems to work and provides Axis a second spawn
to avoid being trapped behind the wall (even if it
is panzer bait).

Currently (for the moment) testing on:

[ND80]The Grotto (one of seven in campaign)
[ND80]Irish Guard (Rail Gun stop watch for a day or so)

Note that those also have a change that gives the
Depot Yard to Axis once they load the tug... see:

http://www.nd80usa.net/modules.php?name ... 1&start=49

That change was made before I found the "create"
command and this thread.

Cool stuff. Nice job Rain and bani.

SiliconSlick
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CrazyGuy
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Post by CrazyGuy »

SS, thought you also had it on |ND80|Unlimited Abuse server.
You also forgot the GoldRush map script.
Good work 8)
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bani
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Post by bani »

nice to see someone actually using my improved scripting system. \o/
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Deus
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Post by Deus »

indeed,
but i guess we need certified mapscripts because this way there is no insurance that we play with the mapscripts we think we are.

Evil Admins can manipulate the scripts to gain advantage and noone will ever get it without studying all of the demos.

Is it posiible to add a sanity check to official released etpromapscripts / standardmapscripts ?
uber-noob
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Post by uber-noob »

SiliconSlick wrote:

Code: Select all

--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004
+++ railgun.script      Mon Aug 23 10:11:08 2004
@@ -6,6 +6,83 @@
 {
        spawn
        {
+               // SS - new spawns for Axis
+               create
+               {
+                       targetname "axistowermarker"
+                       scriptname "axistowermarker"
+                       spawnflags 3
+                       description "Axis Tower"
+                       origin "2050 5100 625"
+                       classname "team_WOLF_objective"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2000 5175 625"
+                       angle "-45"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2000 5175 360"
+                       angle "-45"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2100 5175 625"
+                       angle "-135"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2100 5050 625"
+                       angle "135"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2100 5050 360"
+                       angle "135"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
+               create
+               {
+                       classname "team_CTF_redspawn"
+                       scriptname "redspawn_00"
+                       spawnflags 3
+                       origin "2000 5050 625"
+                       angle "45"
+                       mins "-30 -30 -30"
+                       maxs "30 30 30"
+               }
+
                //bani - bug fixes
                create
                {
Shouldn't it be more like this?

Code: Select all

spawn
{
create
{
	targetname "tower_spawn"
	scriptname "tower_spawn"
	spawnflags 3
	description "Axis Tower Spawn"
	origin "2056 5129 823"
	classname "team_WOLF_objective"
}
create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_01"
	targetname "axisspawn"
	spawnflags 3
	origin "2056 5129 624"
} 
create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_02"
	targetname "axisspawn"
	spawnflags 3
	origin "2127 5210 624"
}
create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_03"
	targetname "axisspawn"
	spawnflags 3
	origin "1954 5208 624"
}
create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_04"
	targetname "axisspawn"
	spawnflags 3
	origin "1976 5042 624"
}
create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_05"
	targetname "axisspawn"
	spawnflags 3
	origin "2141 5026 624"
}
create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_06"
	targetname "axisspawn"
	spawnflags 3
	origin "2058 5104 360"
}
//bani - bug fixes
At least that's the way the compost spawn on fueldump is done, and it seems to work here.
uber-noob
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Post by uber-noob »

uber_noob wrote:

Code: Select all

create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_06"
	targetname "axisspawn"
	spawnflags 3
	origin "2058 5104 360"
}
//bani - bug fixes
Uhh, got the coordinates wrong. This should be:

Code: Select all

create
{
	classname "team_CTF_redspawn"
	scriptname "axisspawn_06"
	targetname "axisspawn"
	spawnflags 3
	origin "2058 5104 340"
}
//bani - bug fixes
Normally I would have edited my previous post, but as I'm not allowed to do so here I have to do a double post :(.
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SiliconSlick
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Post by SiliconSlick »

uber_noob wrote: Shouldn't it be more like this?
:?: :?: :?: :?:

Not sure how yours differs other than
leaving out the unneeded min/maxs and
the NEEDED angle (to control which
way the player faces when they spawn).

In any case, I cleaned mine up and fixed it...
the roof was too low on two lower spawns
and people were spawning stuck in the
ceiling (had to crouch to get unstuck)
so I moved them outside (in the "E" shaped
wall there).

I've put my complete script (not a "diff", like above) here:

http://www.nd80usa.net/slicks/railgun.script

I added two spawns on top of the crane tower too...
our resident sniper (Demoman) seemed to like them. :D

SiliconSlick
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KLETS
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Battery backdoor dynamite script

Post by KLETS »

Hi all,
can somebody tell me how and where to putt the backdoor script for battery? I think i must use notepad, paste the script and make a cfg
file. But the name off the file? And where do i put this file (dir)?

Also the spawnpoint config for Fueldump.
And must i config the server.cfg?

Thanks!

a config noob... :?
KLETS
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RAIN IN MAP OASIS

Post by KLETS »

Can we get some rain in Oasis (lol) and some snow in Fueldump like
Northpole?

Or is this a big noob question?


Thanks, great stuff!
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Deus
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Re: Battery backdoor dynamite script

Post by Deus »

KLETS wrote:Hi all,
can somebody tell me how and where to putt the backdoor script for battery? I think i must use notepad, paste the script and make a cfg
file. But the name off the file? And where do i put this file (dir)?

Also the spawnpoint config for Fueldump.
And must i config the server.cfg?

Thanks!

a config noob... :?
you have to set b_mapscriptdirectory "etpromapscripts" to make the new mapscripts work. (set this cvar in your server.cfg)
If etpro is installed correctly from the zip file there is no need to mess around with the files.
KLETS
Posts: 3
Joined: Mon Sep 13, 2004 5:17 am

Re: Battery backdoor dynamite script

Post by KLETS »

[pH*Deus] wrote:
KLETS wrote:Hi all,
can somebody tell me how and where to putt the backdoor script for battery? I think i must use notepad, paste the script and make a cfg
file. But the name off the file? And where do i put this file (dir)?

Also the spawnpoint config for Fueldump.
And must i config the server.cfg?

Thanks!

a config noob... :?
you have to set b_mapscriptdirectory "etpromapscripts" to make the new mapscripts work. (set this cvar in your server.cfg)
If etpro is installed correctly from the zip file there is no need to mess around with the files.
Thanks for the reply!

So the backdoor dynamite script and the fueldump respawn script is allready in the etpromapscripts?

So i dont have to make that little script to blowup the backdoor?
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Deus
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Post by Deus »

As i already said: if etpro is installed correctly there is no need to mess with files
Mark
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Post by Mark »

SiliconSlick wrote:
I've put my complete script (not a "diff", like above) here:

http://www.nd80usa.net/slicks/railgun.script

I added two spawns on top of the crane tower too...
our resident sniper (Demoman) seemed to like them. :D

SiliconSlick
Just put it on our GU-Surprise(212.6.108.234). Looking good so far.

Nice idea to let them spawn in the tower. No chance to spawn kill axis anymore. But i guess, i have to make some announcements, else people don't get it with the forward spawn.

Greets
Mark
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