Updated map scripts for fueldump, supplydepot, railgun +more

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

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mortis
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Post by mortis »

Heart of Gold b9

http://images.quakewarsterritory.com/mo ... _b9.script

While I'm at it, this script makes the last 1.9 seconds of HoG_b9 useful!
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mortis
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Post by mortis »

Et_beach - bugfix only

http://images.quakewarsterritory.com/mo ... _beach.zip

Fixes south beach spawns, double/triple messages, many other minor fixes.
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mortis
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Post by mortis »

New supplydepot scripts; finally seemed to have disabled the music speakers on all systems.

Supplydepot

http://images.quakewarsterritory.com/mo ... 6.2006.zip

Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and satchel/crane control exploit.

Supplydepot2

http://images.quakewarsterritory.com/mo ... 6.2006.zip

Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and satchel/crane control exploit.
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mortis
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Post by mortis »

-bump-

updates for sw_fueldump, fueldump "pro" script

corrects excessive wait states in the game manager that could cause a 34 second remaining plant by Allies to be registered as a win for axis, despite the fueldump being blown up.
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ReyalP
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Post by ReyalP »

In the first post, "Fueldump" and "Fueldump - newest beta script" have the same URL
send lawyers, guns and money
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mortis
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Post by mortis »

Stop confusing me with the truth. Cut-ant-paste errors for the win. After I de-beta'd the new script, I just didn't edit it out. I noticed it at work, but I was too busy to tackle. But it's fixed now. So ha! :D
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=FF=im2good4u
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Post by =FF=im2good4u »

ah nice of u putting some time into it
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mortis
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Post by mortis »

Snatch2

http://images.quakewarsterritory.com/mo ... ch2.script

This is beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback.

Corrected autospawns
Corrected endgame wait states
Removed bad TWO and spawns at CP
Created correctly working TWO and spawns at CP
Made a new autospawn system
Added wm_announcements for CP spawn activity
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deej
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Post by deej »

mortis wrote:Snatch2

http://images.quakewarsterritory.com/mo ... ch2.script

This is beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback.

Corrected autospawns
Corrected endgame wait states
Removed bad TWO and spawns at CP
Created correctly working TWO and spawns at CP
Made a new autospawn system
Added wm_announcements for CP spawn activity
Nice, gonna test it. Snatch2 is an awesome map, just needs some polishing :).
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ouroboro
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Post by ouroboro »

By "new autospawn system" do you mean gameplay changes, or just a new/better way of doing what was intended? In other words, is this script recommended for any server running Snatch2?

Nice job either way!
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mortis
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Post by mortis »

a better way, well, my way. Doesn't change any game function, most pros manually set spawn points anyway.
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ouroboro
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Post by ouroboro »

OK thanks, will add this pronto. :)
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mortis
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Post by mortis »

Snatch 2 : Competition Version - beta1

http://images.quakewarsterritory.com/mortis/snatch2.zip

Summary of changes:

All MG nests removed
All truck barriers removed (making it parts-truck-wall-escape or wall-parts-truck-escape)
Removed bridge
More autospawn tweakage (irrelevant to comp)
Allied - Axis spawntimes set to 20/30 instead of 15/30
Map time reduced from 20mins to 15 mins (reduced to accomodate removed barriers)
Began process to remove health/ammo cabs (not sure how many to keep remove)

Future changes:

remove some/all health cabinets?
remove some teamdoors to speed Axis travel times?
make truck easier to damage?

I need feedback on this one...

--Mortis
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ouroboro
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Post by ouroboro »

You should remove the landmine parameter from the ground alongside the truck path on Snatch 2, if that's possible with a mapscript. Maybe not the whole path, but an example area where this matters is when allies take the parts and go for the tunnel on their way to the truck. The sloped ground just outside the tunnel entrance can't be mined anyway, so smart allies will hug the hillside. But axis can and probably will mine the flat ground around there (which is minable), just in case.

The problem with this is that the truck triggers those mines from a rediculous distance. I made a demonstration demo in case it's needed, but I'm sure you understand what I mean.

Or just make it impossible for the truck to trigger mines. Whichever is easier and/or possible. It would be incredibly annoying to be killed by the truck tripping mines as you escorted it. There are going to be allies all around it and it's not realistic for them to try and stay to the front/rear only, while fending off the axis.

IMO.
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mortis
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Post by mortis »

landmines are a surface parm, and AFAIK, they can't be removed by the script. Maybe someone has some example code to help here...?

It's easy to make the truck tougher, and yet still easy to fix...
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