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Post by fantasy on Jul 31, 2010 17:06:24 GMT
Hey, Fantasy here from rK We have recently released 7 new servers, one of which is a remake of the server wserver-s1. Its a 1life DM server played on OBJ maps, however we're not sure on how to remove the explodable doors and walls like on beach, castle etc... I was wondering if you wouldn't mind helping us sort it out?
Thanks
Fantasy - marcus.360@live.co.uk (msn/email)
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Post by |'L0.| on Jul 31, 2010 20:57:59 GMT
Hey, very easy, script it with (mapname.script / *.script): spawn { remove } death { } Just trace where objective should be checked if it was achieved- for beach doors/wall and so on...default maps are in script named in a way you can easy understand what's all about, once you identify it's the place you're looking for, add code i posted above
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Post by fantasy on Aug 1, 2010 1:08:46 GMT
to be honest that doesnt make any sense edit: btw i dont understand how i posted this in the wrong section xD anyone mind moving it?
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Post by |'L0.| on Aug 1, 2010 1:31:26 GMT
I'll move later on but yeah...i'm kinda overburned with giving help and replaying same things over and over but ok, here's the example: Open mp_beach.script with notepad or something and replace the stuff in red: Original script: // //Brush Scripting //Map: mp_beach //Last edited by: Brandon //
game_manager { spawn { // Set scenario information
wm_mapdescription "Allied forces are attempting to steal top secret war documents from an Axis beach installation."
// Set the respawn times
wm_allied_respawntime 30 wm_axis_respawntime 40
wm_set_round_timelimit 8
// Set the number of objectives for the map
wm_number_of_objectives 4
// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED) wm_set_objective_status 1 0 wm_set_objective_status 2 0 wm_set_objective_status 3 0 wm_set_objective_status 4 -1 wm_objective_allied_desc 1 "Primary Objective:**Breach the Sea Wall." wm_objective_allied_desc 2 "Primary Objective:**Steal the top secret Axis war documents." wm_objective_allied_desc 3 "Primary Objective:**Get to the Radio Room and transmit the War Documents." wm_objective_allied_desc 4 "Secondary Objective:**Capture the Forward Bunker." wm_objective_axis_desc 1 "Primary Objective:**Hold off the Allied invasion." wm_objective_axis_desc 2 "Primary Objective:**Prevent Allies from stealing top secret war documents." wm_objective_axis_desc 3 "Primary Objective:**Stop the Allies before they transmit the war documents." wm_objective_axis_desc 4 "Secondary Objective:**Hold the Forward Bunker." wm_overview_image "video/mp_beach.roq" wm_objective_image 1 "gfx/2d/mp_objectives/beach_obj_1.tga" wm_objective_image 2 "gfx/2d/mp_objectives/beach_obj_2.tga" wm_objective_image 3 "gfx/2d/mp_objectives/beach_obj_3.tga" wm_objective_image 4 "gfx/2d/mp_objectives/checkpoint_obj.tga"
// SHORT DESCRIPTIONS
wm_objective_short_axis_desc 1 "Defend the Sea Wall" wm_objective_short_axis_desc 2 "Defend the War Documents" wm_objective_short_axis_desc 3 "Stop the Allies from Transmitting" wm_objective_short_axis_desc 4 "Hold the Forward Bunker"
wm_objective_short_allied_desc 1 "Destroy the Sea Wall" wm_objective_short_allied_desc 2 "Steal the War Documents" wm_objective_short_allied_desc 3 "Transmit the War Documents" wm_objective_short_allied_desc 4 "Capture the Forward Bunker"
// Set Defending Team for SW Mode
wm_set_defending_team 0
// If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0
// Accum #1 will be the state of objective number one accum 1 set 0 // Accum #2 is set after either wall is breached, so that the sirens are set only once accum 2 set 0 }
trigger objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 1 1
// UI pop-up to alert players wm_announce "The Sea Wall has been breached!"
//turn on sirens accum 2 abort_if_not_equal 0 alertentity siren_relay accum 2 set 1
}
trigger objective2 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 3 1
// Change the variable within the script so that we can check if someone wins the round accum 1 set 1
// UI pop-up to alert players wm_announce "Allies transmitted the documents!"
// Call function to check if the round has been won trigger game_manager checkgame }
trigger axis_object_stolen { // Change the objective state internally, so UI can update, etc. // Allied have stolen the documents (0 == AXIS, 1 == ALLIED) wm_set_objective_status 2 1 }
trigger axis_object_returned { // Change the objective state internally, so UI can update, etc. // Axis have returned the documents (0 == AXIS, 1 == ALLIED) wm_set_objective_status 2 0 }
trigger checkgame { accum 1 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1
// End the round wm_endround }
trigger beach_flagblue { // Change the objective state internally, so UI can update, etc. // Allied takes control of checkpoint #1 wm_set_objective_status 4 1
// Some kind of UI pop-up to alert players wm_announce "Allies capture the Forward Bunker!" }
trigger beach_flagred { // Change the objective state internally, so UI can update, etc. // Axis takes control of checkpoint #1 wm_set_objective_status 4 -1
// Some kind of UI pop-up to alert players wm_announce "Axis reclaims the Forward Bunker!" }
}
allied_obj1 //Sea wall breached. { spawn { }
death { trigger game_manager objective1 } }
allied_obj2 //The war documents being transmitted. { spawn { }
death { trigger game_manager objective2 } }
beach_flag { trigger axis_capture { trigger game_manager beach_flagred }
trigger allied_capture { trigger game_manager beach_flagblue } }Modified script: ////Brush Scripting //Map: mp_beach //Last edited by: Brandon //
game_manager { spawn { // Set scenario information
wm_mapdescription "Allied forces are attempting to steal top secret war documents from an Axis beach installation."
// Set the respawn times
wm_allied_respawntime 30 wm_axis_respawntime 40
wm_set_round_timelimit 8
// Set the number of objectives for the map
wm_number_of_objectives 4
// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED) wm_set_objective_status 1 0 wm_set_objective_status 2 0 wm_set_objective_status 3 0 wm_set_objective_status 4 -1 wm_objective_allied_desc 1 "Primary Objective:**Breach the Sea Wall." wm_objective_allied_desc 2 "Primary Objective:**Steal the top secret Axis war documents." wm_objective_allied_desc 3 "Primary Objective:**Get to the Radio Room and transmit the War Documents." wm_objective_allied_desc 4 "Secondary Objective:**Capture the Forward Bunker." wm_objective_axis_desc 1 "Primary Objective:**Hold off the Allied invasion." wm_objective_axis_desc 2 "Primary Objective:**Prevent Allies from stealing top secret war documents." wm_objective_axis_desc 3 "Primary Objective:**Stop the Allies before they transmit the war documents." wm_objective_axis_desc 4 "Secondary Objective:**Hold the Forward Bunker." wm_overview_image "video/mp_beach.roq" wm_objective_image 1 "gfx/2d/mp_objectives/beach_obj_1.tga" wm_objective_image 2 "gfx/2d/mp_objectives/beach_obj_2.tga" wm_objective_image 3 "gfx/2d/mp_objectives/beach_obj_3.tga" wm_objective_image 4 "gfx/2d/mp_objectives/checkpoint_obj.tga"
// SHORT DESCRIPTIONS
wm_objective_short_axis_desc 1 "Defend the Sea Wall" wm_objective_short_axis_desc 2 "Defend the War Documents" wm_objective_short_axis_desc 3 "Stop the Allies from Transmitting" wm_objective_short_axis_desc 4 "Hold the Forward Bunker"
wm_objective_short_allied_desc 1 "Destroy the Sea Wall" wm_objective_short_allied_desc 2 "Steal the War Documents" wm_objective_short_allied_desc 3 "Transmit the War Documents" wm_objective_short_allied_desc 4 "Capture the Forward Bunker"
// Set Defending Team for SW Mode
wm_set_defending_team 0
// If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0
// Accum #1 will be the state of objective number one accum 1 set 0 // Accum #2 is set after either wall is breached, so that the sirens are set only once accum 2 set 0 }
trigger objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 1 1
// UI pop-up to alert players wm_announce "The Sea Wall has been breached!"
//turn on sirens accum 2 abort_if_not_equal 0 alertentity siren_relay accum 2 set 1
}
trigger objective2 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 3 1
// Change the variable within the script so that we can check if someone wins the round accum 1 set 1
// UI pop-up to alert players wm_announce "Allies transmitted the documents!"
// Call function to check if the round has been won trigger game_manager checkgame }
trigger axis_object_stolen { // Change the objective state internally, so UI can update, etc. // Allied have stolen the documents (0 == AXIS, 1 == ALLIED) wm_set_objective_status 2 1 }
trigger axis_object_returned { // Change the objective state internally, so UI can update, etc. // Axis have returned the documents (0 == AXIS, 1 == ALLIED) wm_set_objective_status 2 0 }
trigger checkgame { accum 1 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1
// End the round wm_endround }
trigger beach_flagblue { // Change the objective state internally, so UI can update, etc. // Allied takes control of checkpoint #1 wm_set_objective_status 4 1
// Some kind of UI pop-up to alert players wm_announce "Allies capture the Forward Bunker!" }
trigger beach_flagred { // Change the objective state internally, so UI can update, etc. // Axis takes control of checkpoint #1 wm_set_objective_status 4 -1
// Some kind of UI pop-up to alert players wm_announce "Axis reclaims the Forward Bunker!" }
}
allied_obj1 //Sea wall breached. { spawn { remove }
death { } }
allied_obj2 //The war documents being transmitted. { spawn { }
death { trigger game_manager objective2 } }
beach_flag { trigger axis_capture { trigger game_manager beach_flagred }
trigger allied_capture { trigger game_manager beach_flagblue } }
The part in red is modified (= Ofc i may missed the beach doors but that should be enough to give you a clue how to do it...you only need to identify what's what and then remove it...but to cut things short....this is avp forum, while Richard is more then glad to help if he finds the time, i personally don't replay much any more on map/mod forum threads cause it becomes a mess in time and can't find threads...so i created (and it's not a lame advertising trick lol) rtcw-online.com for map/modding tricks to centralize all info on one place.
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Post by fantasy on Aug 1, 2010 1:49:33 GMT
ahh cheers man i'll see if i can do it and if not i'll probably go to that site (sorry i suck at modding xD) Was just wondering if their were any other ways and was wondering if rich could help out? thanks for the help
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Post by rkgump on Aug 1, 2010 2:07:47 GMT
Gump here, thanks for all the help
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Post by |'L0.| on Aug 1, 2010 2:13:19 GMT
np P.S. rK as usa rK servers?
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Post by fantasy on Aug 1, 2010 2:14:04 GMT
yeah the USA clan, gump has managed to get us 6 new servers hosted in US, and 1 in the UK
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Post by |'L0.| on Aug 1, 2010 2:25:41 GMT
Yeah i know who's who now (= Played on rK dm servers while ago, usually when i was drunk and eu's was empty ;D Plays no role anyway, was just wondering since it's been like a year or 2 since i played on more then 2-3 different servers on rtcw...
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Post by fantasy on Aug 1, 2010 17:40:23 GMT
i was also considering setting up an Objective server on the euro side, but have no idea how to and that so help would be good
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Post by richard on Aug 1, 2010 18:09:56 GMT
Hi we use www.ycn-hosting.com/www.ycn-hosting.com/?page=order&action=game_servercheap and reliable servers , if you want non PB server select RTCW 1.1C if you do want PB server select RTCW 1.1C-PB although you can switch to any type at any time. there are several players here that have experience in server set up + custom maps + any type of mods it maybe an idea to have a thread with a walk thru with info that would be helpful to anyone with server side issues cheers Rich
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