Updated map scripts for fueldump, supplydepot, railgun +more

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mortis
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Updated map scripts for fueldump, supplydepot, railgun +more

Post by mortis »

I have updated my collection of etpromapscripts. Here below are links to the files, and explanations of what they fix. They are of no use to clients. Only server admins will be able to use these files.

Supplydepot

http://images.bsdterritory.com/mortis/s ... 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.bsdterritory.com/mortis/s ... 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.bsdterritory.com/mortis/s ... 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.bsdterritory.com/mortis/s ... 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.


Battery

battery mapscript

Ouroboro brought a clipping error/exploit to my attention. It can be fixed by this script for a minimal amount of loss of shooting angle on the corner.

Supply

http://images.bsdterritory.com/mortis/supply.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.

Supply - alternate script

http://images.bsdterritory.com/mortis/supply.zip

Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and removes new 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.

Tramfight b2

http://images.bsdterritory.com/mortis/trmfght_b2.zip

Fixes clipping exploit that allowed players to hide in a wall and spam their foes while unseen.

Heart of Gold b9

http://images.bsdterritory.com/mortis/HoG_b9.script

While I'm at it, this script makes the last 1.9 seconds of HoG_b9 useful! Beta script!

Braundorf_b4

http://images.bsdterritory.com/mortis/b ... _b4.script

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 kind of 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 changes and it looks clean to me. Script is in use on Game Arena servers in Australia.


Et_beach

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. Fixes wm_endround waitstate.

Et_beach - bugfix only

http://images.bsdterritory.com/mortis/et_beach.zip

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


Railgun - Bugfix Only


http://images.bsdterritory.com/mortis/railgun.script

Players were using an exploit to hide inside of a watertank in the depot yard. The tank on ledge above the depot yard now has a solid playerclip inside it. The edge may seem a bit 'sticky' if you encroach on the fakebrush. A trigger_hurt lies inside to damage exploiters who exploit past the clip in etpub.

Railgun Fun

http://images.bsdterritory.com/mortis/railgun_fun.zip

Same fixes as railgun, but makes CP spawnable for Axis and reduces map duration from 30 minutes to 20 minutes.

Railgun Bugfix + 6 tower spawns

http://images.bsdterritory.com/mortis/railgun_tower.zip

Railgun Bugfix + 6 tower spawns + Axis CP spawn + 20 min time limit

http://images.bsdterritory.com/mortis/r ... _tower.zip

new railgun versions:

Railgun Fun II

http://images.bsdterritory.com/mortis/railgun_fun2.zip

Same fixes as railgun, but makes CP spawnable for Axis or Allies when built. Beta script!

Railgun Fun IIb (includes 6 tower spawns)

http://images.bsdterritory.com/mortis/r ... tower2.zip

Same fixes as railgun plus Ragnar's tower spawns, but makes CP spawnable for Axis or Allies when built. Beta script!

Fueldump "Pro" Script

http://images.bsdterritory.com/mortis/fueldump_v3.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.

Fueldump "Pro" Script II

http://images.bsdterritory.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.

Fueldump "Pro" Script III

http://images.bsdterritory.com/mortis/fueldump_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!

Fueldump - new script

http://images.bsdterritory.com/mortis/fueldump.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).

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

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


SW_fueldump

http://images.bsdterritory.com/mortis/s ... ump.script

Updates many aspects of gameplay: time is reduced to 15 mins, depot defenses can be knocked down with grenades, bridge is easy to build, tank is fast and invulnerable, except at the end of the map, after blowing the side wall, the tank becomes 'normal', and now features a spline 71 autospawn at command post (if active). Only stage 1 of the east defnses can be built.

El Kef Final

http://images.bsdterritory.com/mortis/e ... nal.script

I have made a version of the new el_kef_final that makes a minor correction in the intial autospawn wait, so that autospawns are set before players spawn. This in addition to Marko's spawn bug fix.

Snatch2

http://images.bsdterritory.com/mortis/snatch2.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

Snatch 2 : Competition Version - beta1

http://images.bsdterritory.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 or 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...

Raiders

http://images.bsdterritory.com/mortis/raiders.script

Fixes oil tank exploits

Caen

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

Fixes MG42 lean + use exploit +Ragnar's pillar exploit fixes

Caen2

http://images.bsdterritory.com/mortis/caen2.script

Fixes MG42 lean + use exploit +Ragnar's pillar exploit fixes

Saberpeak_final Bugfix Script - Experimental

http://images.bsdterritory.com/mortis/s ... nal.script

Fixes timing bug that caused Allies to lose when 40 seconds remain and dynamite is planted. Attempts to fix ship-damaged-while-blowing-boulder bug where the ship gets messed up. Not sure if bug #2 is totally fixed, it needs some testing on busy servers.

Saberpeak_final Competition Script - Very Experimental!

http://images.bsdterritory.com/mortis/s ... _final.zip

Fixes timing bug that caused Allies to lose when 40 seconds remain and dynamite is planted. Attempts to fix the ship-damaged-while-blowing-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 shorter, and making it easier for Allies to advance the boat/capture the CP bunker.

StarGate_1945

Not really a bugfix but a minor gameplay change.

new version (etpromapscript)

I fixed grammar of the wm_announcements and the upped the charge bar requirement to build the gate to 1.5. This creates more incentive for Axis to come forth and defuse dynamite, rather than simply sit back and rebuilt the gate instantly when it blows.

et_ice

et_ice

Fixes wm_endround waitstate. Courtesy Dersaiden.



frostbite

Frostbite Final

Adjusts wait states and disables speakers when storage wall is destroyed....

Frostbite Final


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.

Adlernest

Adlernest

Updated mapscript by the original author, Dersaiden...



--Mortis
Last edited by mortis on Tue May 04, 2010 10:51 am, edited 63 times in total.
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KingJackaL
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Post by KingJackaL »

danke, will have a look through those :).

PS: sharing mapscript fixes = win.
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deej
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Re: Updated map scripts for fueldump, sw_fueldump, supplydep

Post by deej »

mortis wrote:Fueldump

In addition to the standard etpro features, the autospawn is set to the command post (if active) at spline 71. An announcement indicates when this is set. This forces teh noobs to autospawn foward when the tank exits the tunnels and is heading towards the depot.

http://images.bsdterritory.com/Mortis/fueldump.script

--Mortis
Mortis,

Having played alot of games with this script I must say it is great since noobs now realize they can actually spawn at the command post.

However... Now a lot of them try to run to the cp immedeatily forgetting to build the bridge, which results in more easy full holds since half of the allies is at the bridge and the other half at the command post.

Therefore my feature request: would it be possible to make the cmd post spawn available only when the tank has blown the first set of doors (right after the bridge) and announce that? This way the allies are forced to get the tank over the bridge first before starting to attack from the CP.

Thanks!

Deej
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hiro
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Post by hiro »

I ran into a similar problem so I set the autospawn to default to cp only after the tank had blown the gate after the bridge. players could still spawn at cp by manually selecting it. I added this to our regular fueldump script as well.

open the script and look for where mortis added the cp autospawn, then move it to where the tank crosses the bridge or wherever you want it - you could probably put it at a certain spline point of the tank route.
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Re: Updated map scripts for fueldump, sw_fueldump, supplydep

Post by Ragnar_40k »

deej wrote:However... Now a lot of them try to run to the cp immedeatily forgetting to build the bridge, which results in more easy full holds since half of the allies is at the bridge and the other half at the command post.
But its easier to (spawn in the back and) get a disguise. So Axis usually have to split up to defend the FD and/or destroy the Allied CP.
There also lots of players lately who manage to jump over the wall alone, some kind of fakebrush (or barbwire?) would be nice.
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deej
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Re: Updated map scripts for fueldump, sw_fueldump, supplydep

Post by deej »

Ragnar_40k wrote:But its easier to (spawn in the back and) get a disguise. So Axis usually have to split up to defend the FD and/or destroy the Allied CP.
True but from most fights I have seen Axis post a medic and an engi at back and stay inside to fight of wave and wave of allies looking for a uni... The numerical advantage then goes to the axis defending the bridge.

I guess I'll have to learn this scripting language as it is totally new to me.
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Post by Etnies` »

Cool script, im using the Fueldump one, Thanks for sharing.
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Re: Updated map scripts for fueldump, sw_fueldump, supplydep

Post by EagleReloaded »

Ragnar_40k wrote:There also lots of players lately who manage to jump over the wall alone, some kind of fakebrush (or barbwire?) would be nice.
Why punish trickjumpers? It takes all of 2 well placed, commonly known landmines to completely defeat the solo jumps.
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mortis
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Post by mortis »

Sorry on the slow responses, I was on vacation. The cp is active when built, and is therefore spawnable at that moment. I'm certain I could include a variable check to determine if the spawn should be activated, but on most 'good' servers, I find that a two pronged attack against the axis and overrunning their spawn to be an effective tactic.

My thinking when making the script, was only to force foward the noobs when the cp is active and the tank has emerged from the tunnel. Apparently, it was overly eefective at notifying them of the existence of the foward spawn :shock: . I can look into modifying the script, but my advice would be leave it as it is. It would be all or nothing and would penalize players who use an early build of the cp to their advantage.

Thoughts?

--Mortis
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deej
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Post by deej »

I'm still not sure about it. Maybe I should start kicking all the noobs from my server ;).
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yes :)

Post by codeur »

I m using the supply depot 2 fix, especially the bug spawn. It seems to work for the moment. GJ !
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mortis
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Post by mortis »

new updates have been added to my original post, above.
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mortis
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Post by mortis »

-bump-

new fueldump script, see first post above...
new sw_fueldump script, see first post above...
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Post by mortis »

-bump-

el_kef_final spawn bug fixes
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Re: Updated map scripts for fueldump, sw_fueldump, supplydep

Post by 2/3Soul »

EagleReloaded wrote:
Ragnar_40k wrote:There also lots of players lately who manage to jump over the wall alone, some kind of fakebrush (or barbwire?) would be nice.
Why punish trickjumpers? It takes all of 2 well placed, commonly known landmines to completely defeat the solo jumps.
Or bump gravity up to 850-900 :twisted:
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