Updated map scripts for fueldump, supplydepot, railgun +more

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

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ouroboro
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Post by ouroboro »

mortis wrote: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...
I actually wasn't even thinking of truck damage. What bothers me is if you're escorting the truck, and being careful to "stay off the grass," as it were, yet the truck trips a mine 6 feet into the ditch and it kills you.

It's just silly for the truck to be tripping those mines to begin with, IMO. They're not even close to it.

As for damaging the truck specifically, I'm guessing if the map maker intended the truck path to be minable, he would have made it grass/dirt instead of pavement. It's clearly unintended. Unless it's not, in which case I'm an idiot for thinking logically. 8)

But if it can't be fixed, it's no big deal I suppose. :(
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mortis
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Post by mortis »

Fueldump "Pro" Script II - Experimental

http://images.quakewarsterritory.com/mo ... ump_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!
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mortis
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Post by mortis »

Tramfight b2

http://images.quakewarsterritory.com/mo ... ght_b2.zip

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

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nUllSkillZ
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Post by nUllSkillZ »

An idea for a "sw_fueldump"-mapscriptpart.
Not sure if it has been mentioned before.
Seems that the tank didn't make all the way down to the main gate of the fueldepot in pre-alpha:
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So the tank could blow the main gate before just after the tunnel.
Then turn right and continue it's way to the garage.
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mortis
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Post by mortis »

It is possible to hybridize the map with alpha and new fueldump features, but the cool stuff would only work on etpro 3.2.6 or newer (in order to make the back wall dynamiteable). Stopping the tank in front of the depot would not be a problem though.
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mortis
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Post by mortis »

Saberpeak_final Bugfix Script - Experimental

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

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.
Last edited by mortis on Thu Aug 31, 2006 7:42 am, edited 3 times in total.
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mortis
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Post by mortis »

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.
Chruker
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Post by Chruker »

I've made a mapscript, which puts a 'roof' over the axis spawn at goldrush:
http://junk.chruker.dk/files/mapping/en ... ush.script
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mortis
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Post by mortis »

Excellent, Smithers!

/me wiggles fingers
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Father
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Bugs

Post by Father »

mortis wrote: 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.
..there are still double voice messages and Allies spawn is not fully fixed (it is little bit far but still not there where it should be). But CP spawn work great (but maybe.. players spawn in "air").
mortis wrote: Caen

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

Fixes MG42 lean + use exploit +Ragnar's pillar exploit fixes
..on Command map - if click on dyno near gate there is no displayed any info about place where shoul be dyno planted.
Chruker wrote:I've made a mapscript, which puts a 'roof' over the axis spawn at goldrush:
http://junk.chruker.dk/files/mapping/en ... ush.script
Great.. no more arti or airstrike spawnkilling. :)
If you don't do it, someone else will.
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mortis
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Post by mortis »

On et_beach, there are actually three groups of beach spawns (left beach, right beach, and way over the hill). What I did was try to make the existing Team Wolf Objective icon roughly correspond to the spawned in functioning bluespawns. The cp_enabled spawns I set a bit high on purpose during development, but never lowered for the proper 'look'. They seem to work fine. I'll try to work on the multiple VOs, but they don't happen on my system anymore. Are you running the scripts under etpro, etpub or other compatible mod?

I haven't worked with other command map information items (on Caen, for instance), but I'll look into what can be done.
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Father
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Post by Father »

mortis wrote:I haven't worked with other command map information items (on Caen, for instance), but I'll look into what can be done.
Thanx.

And is it possible to replace 2. and 3. spawns with 4. spawn?
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If you don't do it, someone else will.
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mortis
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Post by mortis »

Those spawns marked at "4" do actually exist in the map, but i can't remember why they don't work properly, but I think they either don't start active or else they don't have a TWO to control those spawns. i remember seeing them in Radiant and checking them out.

I could possibly fix them, but it would probably just be easier to spawn in eight more correctly working spawns and another TWO objective further down the beach. Positions "1" and "2" are already covered by a single TWO, spawn position "3" is generated by the script (there is a malfunctioning TWO there in the map, but it doesn't have any spawns, the script provides it with some spawn points). Position 4 I didn't worry about at the time, but another TWO could be added to that region. I don't see a lot of reasons to do so, but I can easily make a version just for you with those spawns enabled.
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Deus
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Post by Deus »

in rtcw they were accessible with setspawnpt 100 or something like that. and were lost when the flag was captured.
nUllSkillZ
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Post by nUllSkillZ »

Quicker Fueldump (~24 KB)
Quicker Fueldump for ET-Pro V 3.2.6 Version Beta 1
-----------------------------------------------------------

Note:
Quicker Fueldump is only tested with ET-Pro V 3.2.6 and might not work with other mods / versions!

Note:
Only meant for stopwatch play 6 versus 6!

Note:
Tank speed should be raised (suggestion 1.25)!

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


Installation:
Unzip "quicker_fueldump_pro326_b1.zip".
Put "quicker_fueldump_pro326_b1.zip" into your ET-Pro V 3.2.6 directory.

Note:
This is not an official file.
Use it at your own risk.

Note:
If there's another modification installed this one may not work.

Credits:
Splashdamage
id
mortis
reyalP
ET-Pro team
and many more of the SD forum visitors
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Last edited by nUllSkillZ on Sat Oct 14, 2006 12:14 am, edited 1 time in total.
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