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



Joined: 06 Jul 2004
Posts: 360
Location: at the center of the e-universe

PostPosted: Fri Dec 16, 2005 8:34 am    Post subject: Reply with quote

-bump-

This thread has been repaired, on account of the etpro forums HD crash.
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mortis



Joined: 06 Jul 2004
Posts: 360
Location: at the center of the e-universe

PostPosted: Sat Jan 28, 2006 3:43 pm    Post subject: Reply with quote

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
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gotenks



Joined: 15 Nov 2002
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PostPosted: Sat Jan 28, 2006 4:51 pm    Post subject: Reply with quote

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
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mortis



Joined: 06 Jul 2004
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PostPosted: Sat Jan 28, 2006 4:53 pm    Post subject: Reply with quote

I don't think that would be too difficult to do....
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deej



Joined: 19 Mar 2004
Posts: 743
Location: Belgium!

PostPosted: Mon Jan 30, 2006 9:47 am    Post subject: Reply with quote

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.
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mortis



Joined: 06 Jul 2004
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PostPosted: Mon Jan 30, 2006 12:10 pm    Post subject: Reply with quote

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.
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mortis



Joined: 06 Jul 2004
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PostPosted: Mon Jan 30, 2006 1:27 pm    Post subject: Reply with quote

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/railgun_fun_tower.zip

Enjoy!
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mortis



Joined: 06 Jul 2004
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PostPosted: Sun Feb 05, 2006 1:09 pm    Post subject: Reply with quote

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.
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deej



Joined: 19 Mar 2004
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Location: Belgium!

PostPosted: Mon Feb 06, 2006 6:20 am    Post subject: Reply with quote

et_beach is not beach from RTCW right? or is it?
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gotenks



Joined: 15 Nov 2002
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PostPosted: Mon Feb 06, 2006 6:35 am    Post subject: Reply with quote

it should be...
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mortis



Joined: 06 Jul 2004
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PostPosted: Sat Mar 04, 2006 7:15 pm    Post subject: Reply with quote

new beta Caen script

Caen

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

Fixes MG42 lean + use exploit
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mortis



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PostPosted: Sun Mar 05, 2006 8:25 pm    Post subject: Reply with quote

Caen2

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

--Mortis
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mortis



Joined: 06 Jul 2004
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PostPosted: Wed Apr 19, 2006 1:11 pm    Post subject: Reply with quote

I have moved to a new domain: Very Happy

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.
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mortis



Joined: 06 Jul 2004
Posts: 360
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PostPosted: Wed May 24, 2006 9:35 am    Post subject: Reply with quote

update - beta bugfix script for Fueldump

Fueldump - newest beta script

http://images.quakewarsterritory.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). This script is beta!
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mortis



Joined: 06 Jul 2004
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PostPosted: Wed May 24, 2006 3:41 pm    Post subject: Reply with quote

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/mortis/braundorf_b4.script
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