Updated map scripts for fueldump, supplydepot, railgun +more

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

Moderators: Forum moderators, developers

Post Reply
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 »

Amalgamated the new nullskillz scripts to my main thread.

Fueldump with "Loffy" teamdoors by nullskillz

Download (V 3.2.6 mapscript ~13,5KB):
http://www.nullskillz.de/et/mods/spawnp ... 326_v2.zip

Download (V 3.2.5 mapscript ~22,7KB):
http://www.nullskillz.de/et/mods/spawnp ... 325_v2.zip
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 a bunch of new scripts that correct a timing bug that might cause winners to be reported incorrectly during last-second SW matches due to excessive wm_endround waitstates.

Supplydepot

http://images.quakewarsterritory.com/mo ... 1.2007.zip

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

Supplydepot2

http://images.quakewarsterritory.com/mo ... 1.2007.zip

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

Supply

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

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

Et_beach

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

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

Et_beach - bugfix only

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

Fixes south beach spawns, double/triple messages, many other minor fixes. Fixes wm_endround waitstate.


et_ice

et_ice

Fixes wm_endround waitstate. Courtesy Dersaiden.

adlernest

adlernest

Fixes wm_endround waitstate. Courtesy Dersaiden.

frostbite

frostbite
Fixes wm_endround waitstate. Courtesy Dersaiden.

radar

radar

Fixes wm_endround waitstate. Courtesy Dersaiden.

tc_base

tc_base

Fixes wm_endround waitstate. Courtesy Dersaiden.

sw_goldrush_te

sw_goldrush_te

Fixes wm_endround waitstate. Courtesy Dersaiden.

wurttemberg_b4

wurttemberg_b4

Fixes wm_endround waitstate. Courtesy Dersaiden.
Dersaidin
Posts: 197
Joined: Fri Aug 06, 2004 1:55 pm
Location: Australia

Post by Dersaidin »

New adlernest mapscript:

http://www.dersaidin.ath.cx/maps/adlernest.script
mapscripthash: "DCB82154EFF22F4F987CDCE2AC62092B984A98DC"

This mapscript fixes a bug where the wall can be shot (and destroyed) by players before the tank fires at it. This will cause an error when the tank tries to shoot it.

Thanks to fnTc^h3ll for finding the bug and [NW]ReyalP for help with mapscript.

Change log (also found in the .script file):
//dersaidin 24/1/07 removed short wait before wm_endround
//dersaidin 11/2/07 sidewall: set "health 10000" so it cannot be shot resulting in crash bug - thanks fnTc^h3ll
User avatar
Father
Posts: 107
Joined: Sat Jul 22, 2006 1:30 pm
Location: Czech Republic
Contact:

Post by Father »

mortis wrote:Saberpeak_final Competition Script - Very Experimental!

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

Fixes timing bug that caused Allies to lose when 40 seconds remain and dynamite is planted. Attempts to fix ship-blows-boulder bug where the ship gets messed up. Not sure if bug #2 is totally fixed, it needs some testing on busy servers. Adds progressive forward spawns as the boat advances, first the docks, then the ammo drop zone....making that hellish long walk better, and making it easier for Allies to advance the boat/capture the CP bunker.
When all Allies team spawn at 'Near Ammo Spawn' - sometimes someone spawn unexpecly at 'Beach House Spawn'.

Bug to fix: when someone kill someöne by Browming mounted on ship - it say 'Father was killed by TANK Browmin.'
mortis wrote: ET_beach

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

Fixes south beach spawns (located at TWO - rtcw style), double/triple messages, adds supply bunker spawn for allies when CP is built, many other minor fixes.
New TWO works very wel.. but there are still double messages when documents are returned.
If you don't do it, someone else will.
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'll look into those bugs.

WRT Saberpeak, I only placed a few spawns at the ammo spawn point, because I was just testing it. It seems to have been put into widespread use though, so I will make an updated version that has more spawns. When all available spawns are in use, any excess players are spawned at the nearest active spawns to the TWO, in this case near the water.
User avatar
Luk4ward
Posts: 236
Joined: Sun Jul 30, 2006 1:55 pm
Location: Poland
Contact:

Post by Luk4ward »

I used to have this script:

Code: Select all

Fueldump "Pro" Script II

http://images.quakewarsterritory.com/mortis/fueldump_v4.zip

In addition to all etpro features and setting of the allied autospawn to the cp at spline 73, this script disables stage 2 of the east depot defenses. Thanks to 2/3Soul for the modified constructible code. Noobs can no longer build the east defenses, stage 2 with this script. Only stage 1 can be built. On the west side, both stages of depot defenses work normally. No more games spoiled by hyperactive noobs. Player clips block all trickjumps into fueldump. 2 axis spawns are enabled in the Axis truck garage. This script is experimental!
and its great, but now im testing this:

Code: Select all

Abridged fueldump

Abridged fueldump

Another reduced/accelerated fueldump version (somewhat akin to the various sw_fueldump flavors) by nUllSkillZ. Tank speed should be raised (suggestion 1.25)! Yet another flavor of fueldump for you!

Introduction: "Quicker Fueldump" is an ET-Pro V 3.2.6 mapscript modification with the following features:
- Global -- timelimit: 20 -- Axis spantime: 25 -- Allied spawntime: 20 -- Tank is invulnerable - 1st stage -- Allied first spawn and tankstart at 2nd wooden hut (original Allied spawn still present and choosable but reduced to 6 spawnpoints) -- Bridge only one stage constructible with a chargebarrequest of 1.25 -- Footbridge chargebarrequest 0.75
-- Tank destroys Tunnelentrance immediately after passing the Bridge
- 2nd stage -- capturable spawnflag at Garage (only for allied)
if captured by allied flag can be choosen as spawnpoint spawn is independent of Commandpost state -- Garage Ammo-/Health-cabinet available from startup independent of Commandpost state -- Tank destroys Maingate after leaving the Tunnel Garage spawnflag switches to default and is removed -- final Tankposition in front of Maingate
enables another choosable allied spawn in the room near the tunnel exit
-- Sidewall is dynamitable -- Axis teamdoor inside Fueldump building removed -- Depotgates are still two stage constructibles
but will be removed completely stage by stage after first time full construct and some additional fixes from mortis and reyalP 
and ppl are moaning that i spoiled fuel :P, so i want back to this first script. But i got a little suggestion. It would be great to increase chargebarge and make a spawn at the ammo/med cabinets (these options are in the Abridged fueldump).

Regards
wolFTeam.pl
nUllSkillZ
Posts: 62
Joined: Mon Dec 29, 2003 12:25 pm

Post by nUllSkillZ »

Changing chargebar request for both bridges?

The hud is very small.
6 spawnpoints are the maximum in my eyes.
Should thes be available from the start of the map?
Or if the tank passes a certain point?
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 think he probably wants a custom "fueldump pro" script, with the requested changes, but I'm not entirely sure. -edit- after re-reading his post, I don't know which one he wants to use as a base script - perhaps abridged fueldump?
User avatar
Luk4ward
Posts: 236
Joined: Sun Jul 30, 2006 1:55 pm
Location: Poland
Contact:

Post by Luk4ward »

erm...I was thinking about improving the Fueldump "Pro" Script II with the faster chargebars for engies and allies spawn point @ med/ammo cabinets [near the first allies spawn] which will be available from the start of the map of coz. That's all ;)
wolFTeam.pl
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 »

When you say "faster" charge bar, you mean that engies can build the bridge faster? Adding the health/ammo spawns would be easy as well.
User avatar
Luk4ward
Posts: 236
Joined: Sun Jul 30, 2006 1:55 pm
Location: Poland
Contact:

Post by Luk4ward »

mortis wrote:When you say "faster" charge bar, you mean that engies can build the bridge faster? Adding the health/ammo spawns would be easy as well.
yep :). It would be gr8 to use such script on the server.

p.s what do u think about one more spawn for axis @ cp while the tank hasnt yet breached the Tunnel Doors ?
wolFTeam.pl
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 »

My opinion is that it's quite easy for the Alllies to get camped to death on that map. If you're going to reduce the chare bar req, it would kind of balance things out a bit.
User avatar
Luk4ward
Posts: 236
Joined: Sun Jul 30, 2006 1:55 pm
Location: Poland
Contact:

Post by Luk4ward »

mortis wrote:My opinion is that it's quite easy for the Alllies to get camped to death on that map. If you're going to reduce the chare bar req, it would kind of balance things out a bit.
yep. Can't wait to play on such script :)
wolFTeam.pl
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 »

Fueldump "Pro" Script III

http://images.quakewarsterritory.com/mo ... ump_v5.zip

In addition to all etpro features and setting of the allied autospawn to the cp at spline 73, this script disables stage 2 of the east depot defenses. Thanks to 2/3Soul for the modified constructible code. Noobs can no longer build the east defenses, stage 2 with this script. Only stage 1 can be built. On the west side, both stages of depot defenses work normally. No more games spoiled by hyperactive noobs. Player clips block all trickjumps into fueldump. 2 axis spawns are enabled in the Axis truck garage. Axis can spawn at Axis CP when CP is built. Allies can spawn at Health and Ammo hut after advancing the tank to the MG nest. Allied spawn at Ammo Hut is disabled after tank blows the main tunnel door. Axis spawn is disabled by blowing up the Axis CP. Bridge stages reduced to one engy bar each for faster build. Allied footpath is reduced to .75 bar for fast build time. This script is experimental!
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 »

Supplydepot

http://images.quakewarsterritory.com/mo ... 1.2007.zip

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

Supplydepot - alternate script

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

Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and removes the satchel/crane control exploit fix. Fixes wm_endround waitstate. Players will no longer bounce into invisible walls, but the satchel exploit is possible with this script! This version was requested by GA for competition and the desire to play with no playerclips in the passages.

Supplydepot2

http://images.quakewarsterritory.com/mo ... 1.2007.zip

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

Supplydepot2 - alternate script

http://images.quakewarsterritory.com/mo ... ot2_ga.zip

Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and removes the satchel/crane control exploit fix. Fixes wm_endround waitstate. Players will no longer bounce into invisible walls, but the satchel exploit is possible with this script! This version was requested by GA for competition and the desire to play with no playerclips in the passages.
Post Reply