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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: Wed May 24, 2006 7:36 pm    Post subject: Reply with quote

Heart of Gold b9

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

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



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

PostPosted: Thu May 25, 2006 7:41 am    Post subject: Reply with quote

Et_beach - bugfix only

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

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



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

PostPosted: Fri May 26, 2006 8:00 am    Post subject: Reply with quote

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

Supplydepot

http://images.quakewarsterritory.com/mortis/supplydepot.5.26.2006.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/mortis/supplydepot2.5.26.2006.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



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

PostPosted: Tue Jun 06, 2006 9:02 am    Post subject: Reply with quote

-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



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Tue Jun 06, 2006 1:54 pm    Post subject: Reply with quote

In the first post, "Fueldump" and "Fueldump - newest beta script" have the same URL
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mortis



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

PostPosted: Tue Jun 06, 2006 8:08 pm    Post subject: Reply with quote

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! Very Happy
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=FF=im2good4u



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

PostPosted: Tue Jun 06, 2006 11:45 pm    Post subject: Reply with quote

ah nice of u putting some time into it
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mortis



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

PostPosted: Tue Jun 13, 2006 10:27 pm    Post subject: Reply with quote

Snatch2

http://images.quakewarsterritory.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
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deej



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

PostPosted: Tue Jun 13, 2006 11:51 pm    Post subject: Reply with quote

mortis wrote:
Snatch2

http://images.quakewarsterritory.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


Nice, gonna test it. Snatch2 is an awesome map, just needs some polishing Smile.
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ouroboro



Joined: 26 Jul 2004
Posts: 662

PostPosted: Wed Jun 14, 2006 1:57 am    Post subject: Reply with quote

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



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

PostPosted: Wed Jun 14, 2006 6:36 am    Post subject: Reply with quote

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



Joined: 26 Jul 2004
Posts: 662

PostPosted: Wed Jun 14, 2006 10:17 am    Post subject: Reply with quote

OK thanks, will add this pronto. Smile
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mortis



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

PostPosted: Mon Jun 19, 2006 12:15 pm    Post subject: Reply with quote

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



Joined: 26 Jul 2004
Posts: 662

PostPosted: Sat Jun 24, 2006 9:34 am    Post subject: Reply with quote

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



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

PostPosted: Sat Jun 24, 2006 7:26 pm    Post subject: Reply with quote

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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