Updated map scripts for fueldump, supplydepot, railgun +more

Discussion for any ET/ETPro/BayonET bugs or cheats you find...

Moderators: Forum moderators, developers

User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

-bump-

This thread has been repaired, on account of the etpro forums HD crash.
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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
User avatar
gotenks
Posts: 3465
Joined: Fri Nov 15, 2002 4:12 pm
Location: out of my mind
Contact:

Post 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
My Website
Image
After a night of binge drinking:
=FF=im2good4u wrote:WTF wanst i on top ?
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

I don't think that would be too difficult to do....
User avatar
deej
Posts: 743
Joined: Fri Mar 19, 2004 12:44 am
Location: Belgium!
Contact:

Post 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.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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.
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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!
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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.
User avatar
deej
Posts: 743
Joined: Fri Mar 19, 2004 12:44 am
Location: Belgium!
Contact:

Post by deej »

et_beach is not beach from RTCW right? or is it?
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
User avatar
gotenks
Posts: 3465
Joined: Fri Nov 15, 2002 4:12 pm
Location: out of my mind
Contact:

Post by gotenks »

it should be...
My Website
Image
After a night of binge drinking:
=FF=im2good4u wrote:WTF wanst i on top ?
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

new beta Caen script

Caen

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

Fixes MG42 lean + use exploit
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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.
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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!
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post 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
Post Reply