Scripting holding off my map release

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
maverick
Corporal
Posts: 32
Joined: Wed Aug 01, 2007 2:58 am

Scripting holding off my map release

Post by maverick »

Hello all, up till now i thought that all u had to do for a map was make it, compile it and then put it in pk3 format :D . now i realize that i was completely delusional :cry: . I've tried reading through that understanding scripting language tutorial here :shock: and am probobly the only person who doesn't understand it. I guess all im asking is what scripts are neccisary for a map to run and which are optional and what to script for them. Any and all help will be greatly appriciated, my map was supose to be done a couple months ago, but between my inability to script and a kid on the way its been delayed. thanks for the help. :D
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

You don't have to have a script if you don't want. Adding a script will enable you or anyone else to modify the maps................. add things, change atmosphere, etc.

To add a script to your map just cse winzip to extract a "screensaver" to a folder on your desktiop. Open it and look at what needs to be changed to point to your map. Here's mohdm1 ( use notepad )

// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm1"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1

//exec global/ambient.scr mohdm2

//$world farplane 5000
//$world farplane_color (.333 .333 .329)


level waittill spawn
$world farclipoverride -1

end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end


behind the // at the top change to point to you and your work..... SF/powzer, etc

the setcvar g_scoreboardpic........... put none between the " " if you don't have a loadscreen picture. If you do you have to name it right and deal with the other things involved.

worldfarplane can be adjusted if you didn't do it in radiant......... remove the // in front of the distance and color................

when done "save as" ( yourmapname.scr )

import it into your pak file and save as zzzzzzzzzzz_mymapname.pk3

start the map, hit the tab key to see if it's working.......easy to do if you type something familiar, like your name, between the " " up where it
says southern france.
maverick
Corporal
Posts: 32
Joined: Wed Aug 01, 2007 2:58 am

Post by maverick »

OK that help alot. Im always seting all my values and everything in radiant. I thou7ght i hade to make files for all the textures to. Cause when i opened a user map like city nights there are files up the wazuu in there. well im gonna try to make my map a pk3 then. so do i just put my vis. min. bsp. prt. and map. files in a folder and then zip them and rename pk3? if not let me know please
Killerdude
Sergeant Major
Posts: 110
Joined: Fri May 11, 2007 12:16 am

Post by Killerdude »

Try following this tut on PK3s

/t.php?id=19
or
http://gronnevik.se/rjukan/index.php?n=Main.PK3

Good luck, I would <3 to see your map ;)
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

Use pakscape.

file/new

click on green thing, yellow folder above will highlight itself.

name it maps. hit enter

hit + sign next to green thing - click on maps folder

folder above will highlight/ click on it.......... name it dm/ hit enter

hit + sign next to maps folder/click on dm folder

goto object/import

seek out your files you want to put inside........... don't put the map file itself inside unless you want everybody to "steal' your work.

goto file save as mymap.pk3. drag it into main or mainta/load game to se if it works.
Devil_Dog
Warrant Officer
Posts: 140
Joined: Fri Feb 17, 2006 2:59 pm

Post by Devil_Dog »

The only files you need for textures are the custom textures you use. If you use all stock textures from the game you dont need to include any in your pk3.
Computers hate me!!!!!
Post Reply