Updated map scripts for fueldump, supplydepot, railgun +more
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- mortis
- Posts: 360
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That roof needs to be solid, unless you want indoor mortars...whoosaaa wrote:did some playing on server of friends and found out that roof of adlernest isnt clipped..Server is running jay with FF off so it was possible to acces roof with nade jump and steel documents.
This kind of ruining the gameplay i desided to clipp the hole roof.
for those who want it here it is.
Hope it will be usefull for some.Code: Select all
create { scriptname "rooffix" classname "func_fakebrush" origin "664 -815 280" contents 65536 // CONTENTS_PLAYERCLIP // mins "-488 -2023 0" maxs "488 2023 184" }
Unbelievable... CB hasn't ever used any mapscript fixes, even those criticalbtw all the changes will be in the next configupdate by clanbase/other european conifgs...thus the more we can fix the better for all ;p
SPU9, making the clips @ Supply, Braundorf is totally senseless.. I made some protections for my public server but I think it's weird to use it during clanwar If et admins are really bored they can make some rules "not to use map's/game's bugs" and list them as you did.
Greetings,
Igloo
- Ragnar_40k
- Posts: 394
- Joined: Thu Mar 18, 2004 5:18 pm
- Location: Berlin, birthplace of the Döner
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Bug in Baserace:
When you spawn as Allied for the first time after warm-up you might spawn at the Outpost. Since it isn't available at the beginning of the map you're stuck in a wall. Afaik this bug happens in all versions.
The problem is, that Baserace doesn't define any setautospawn-commands, so players always spawn closest to the coordinates (0,0,0). (This is also the reason why Allies automatically spawn at the Outpost when it is up and Axis don't.) So in conjunction with some wait-commands at map start an Allied player might spawn before the Outpost is disabled - ending up inside the wall.
I guess you can fix this bug by adding setautospawn-commands or by adjusting wait-commands. Though I don't have enough time atm to fix (and test) myself, so I post it here, maybe someone else can have a look at it.
When you spawn as Allied for the first time after warm-up you might spawn at the Outpost. Since it isn't available at the beginning of the map you're stuck in a wall. Afaik this bug happens in all versions.
The problem is, that Baserace doesn't define any setautospawn-commands, so players always spawn closest to the coordinates (0,0,0). (This is also the reason why Allies automatically spawn at the Outpost when it is up and Axis don't.) So in conjunction with some wait-commands at map start an Allied player might spawn before the Outpost is disabled - ending up inside the wall.
I guess you can fix this bug by adding setautospawn-commands or by adjusting wait-commands. Though I don't have enough time atm to fix (and test) myself, so I post it here, maybe someone else can have a look at it.
The Emperor watch over you.
Yeah, here's how to fix this:
So change 200 to 50 in this section:
http://www.splashdamage.com/forums/show ... p?p=179067WAR potatoes wrote:(...) Since the bug was happening only at start of round, I figured that the delay before hiding the spawns was too much. I reduced it from 200 milliseconds to 50, and it works perfectly now. (...)
So change 200 to 50 in this section:
Code: Select all
outpost_Allied_spawns
{
spawn
{
wait 200
setstate outpost_Allied_spawns invisible
}
}
Just copied the changes made by mortis from the snatch2 competition version and tested it briefly, seems to work ok. You can get the mapscript here:SPU9 wrote:can any1 convert the snatch2 competitionscript for the new snatch3 version (so same script for snatch3.pk3).
snatch3.script
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
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As long as it is set in the first 3 frames (150ms) you should be fine...Igloo wrote:Yeah, here's how to fix this:
http://www.splashdamage.com/forums/show ... p?p=179067WAR potatoes wrote:(...) Since the bug was happening only at start of round, I figured that the delay before hiding the spawns was too much. I reduced it from 200 milliseconds to 50, and it works perfectly now. (...)
So change 200 to 50 in this section:
Code: Select all
outpost_Allied_spawns { spawn { wait 200 setstate outpost_Allied_spawns invisible } }
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
There is one bug I know of in the beta script, but at some point I'll track it back down and fix it. ISTR that I accidentally ignored one entity when I mas making modifications, and now I can't remember exactly what it was.I'll have to find my notes...it shouldn't prevent the map from working, at any rate....antman wrote:Just copied the changes made by mortis from the snatch2 competition version and tested it briefly, seems to work ok. You can get the mapscript here:SPU9 wrote:can any1 convert the snatch2 competitionscript for the new snatch3 version (so same script for snatch3.pk3).
snatch3.script
/grumbles
Ugh my server got wiped clean. Gathering some etpromapscripts.
Broken link on this one.
Adlernest:
http://www.dersaidin.ath.cx/maps/adlernest.script
mapscripthash: "DCB82154EFF22F4F987CDCE2AC62092B984A98DC"
This mapscript fixes a bug where the wall can be shot (and destroyed) by players before the tank fires at it. This will cause an error when the tank tries to shoot it.
Thanks to fnTc^h3ll for finding the bug and [NW]ReyalP for help with mapscript.
Change log (also found in the .script file):
//dersaidin 24/1/07 removed short wait before wm_endround
//dersaidin 11/2/07 sidewall: set "health 10000" so it cannot be shot resulting in crash bug - thanks fnTc^h3ll
Fixes wm_endround waitstate. Courtesy Dersaiden.
Broken link on this one.
Adlernest:
http://www.dersaidin.ath.cx/maps/adlernest.script
mapscripthash: "DCB82154EFF22F4F987CDCE2AC62092B984A98DC"
This mapscript fixes a bug where the wall can be shot (and destroyed) by players before the tank fires at it. This will cause an error when the tank tries to shoot it.
Thanks to fnTc^h3ll for finding the bug and [NW]ReyalP for help with mapscript.
Change log (also found in the .script file):
//dersaidin 24/1/07 removed short wait before wm_endround
//dersaidin 11/2/07 sidewall: set "health 10000" so it cannot be shot resulting in crash bug - thanks fnTc^h3ll
Fixes wm_endround waitstate. Courtesy Dersaiden.
First is the innovator, then comes the imitators. Lastly the idiots.
- =FF=im2good4u
- Posts: 3821
- Joined: Wed Feb 05, 2003 7:30 am
- Location: The Netherlands, HOLLAND
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yeh u are imbamortis wrote:Thanks. Re-updated and added to my first post...
This thread has been viewed 57,000+ times. Holy crap!
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