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Scripting in ET Pro 3
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=FF=im2good4u



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Fri May 21, 2004 4:00 am    Post subject: Reply with quote

dont copy the example to there

make sure you set
Code:
b_mapscriptblablabla "ffs"
but keep the example file inside etpro dir
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=FF=im2good4u



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Sun May 23, 2004 9:05 am    Post subject: Reply with quote

are there any other contents flags ?

since it apears to be a power of 2 but then we are missing a lot Very Happy

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



Joined: 14 Jan 2004
Posts: 14
Location: College Station, TX

PostPosted: Mon Aug 23, 2004 12:18 pm    Post subject: Reply with quote

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:

--- 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=Forums&file=viewtopic&t=11941&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



Joined: 14 Aug 2002
Posts: 42

PostPosted: Mon Aug 23, 2004 3:42 pm    Post subject: Reply with quote

SS, thought you also had it on |ND80|Unlimited Abuse server.
You also forgot the GoldRush map script.
Good work Cool
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bani
Site Admin


Joined: 21 Jul 2002
Posts: 3685

PostPosted: Mon Aug 23, 2004 4:11 pm    Post subject: Reply with quote

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



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Mon Aug 23, 2004 11:49 pm    Post subject: Reply with quote

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 ?
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uber-noob



Joined: 20 Dec 2003
Posts: 285
Location: Germany

PostPosted: Tue Aug 24, 2004 4:20 am    Post subject: Reply with quote

SiliconSlick wrote:

Code:

--- 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:

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.
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uber-noob



Joined: 20 Dec 2003
Posts: 285
Location: Germany

PostPosted: Tue Aug 24, 2004 5:54 am    Post subject: Reply with quote

uber_noob wrote:

Code:

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:

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 Sad.
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SiliconSlick



Joined: 14 Jan 2004
Posts: 14
Location: College Station, TX

PostPosted: Thu Aug 26, 2004 7:53 am    Post subject: Reply with quote

uber_noob wrote:

Shouldn't it be more like this?


Question Question Question Question

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. Very Happy

SiliconSlick
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KLETS



Joined: 13 Sep 2004
Posts: 3

PostPosted: Mon Sep 13, 2004 6:01 am    Post subject: Battery backdoor dynamite script Reply with quote

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... Confused
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KLETS



Joined: 13 Sep 2004
Posts: 3

PostPosted: Mon Sep 13, 2004 7:08 am    Post subject: RAIN IN MAP OASIS Reply with quote

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



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Mon Sep 13, 2004 7:15 am    Post subject: Re: Battery backdoor dynamite script Reply with quote

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... Confused


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.
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KLETS



Joined: 13 Sep 2004
Posts: 3

PostPosted: Mon Sep 13, 2004 7:25 am    Post subject: Re: Battery backdoor dynamite script Reply with quote

[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... Confused


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



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Mon Sep 13, 2004 7:34 am    Post subject: Reply with quote

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



Joined: 01 Jan 2004
Posts: 411
Location: #vpclan@qnet

PostPosted: Mon Sep 13, 2004 8:03 am    Post subject: Reply with quote

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. Very Happy

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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