[No Poll] Scout modification 1.1 released

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Bjarne BZR
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[No Poll] Scout modification 1.1 released

Post by Bjarne BZR »

As I made the modified scripts of the original maps into scout enabled version, I noticed that some maps dont have a farplane value defined :oops:.
As I counted on this value in the sight calculations for the scouting mod, you could not scout in maps without a farplane value set. This is the reason that I now post the release of the Version 1.1 of the scout multiplayer modifcation. It now works on ALL MP maps.

Get both the serverside scout mod and the modified original scripts HERE, and read about the scout mod HERE.
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Post by Bjarne BZR »

There may be a performance problem with 1.1.

I only tested it "full scale" with developer set to 3, this may be the problem, but a warning just in case untill I sor this out: When a full server (+25 players) uses Scouting with developer 3 set, there may be some lag when scouting.

Looking into this in a day or 2.

Cheers
/B-man
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Post by bdbodger »

I modified your scout mod because I am useing it to direct a flakk88 when the player is in the fireing booth . I set debug on . I noticed that trace does not collide with terain . My mod worked but the gun aims at the script origin which is under the map because of the trace , it works good if I aim at a tree or something but not terain . I added a chaulk brush under the terain for now I hope that works but it is flat and I don't know if the trace will collide with it any ideas ? By the way I gave you credit in my modded scout .scr and marked the part I added .
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Post by Bjarne BZR »

Hey, creative use man! :)

I have not had any trougle gettng terrain to block the view... but I cant say I tested it that hard either... You are saying that the sighttrace if not blocked by LOD-terrain, right?
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Post by bdbodger »

yes that is right the debug beam hits the ground but the shell explodes farther away I think where the trace hits the bottom of the sky box or else at the farplane distance . It works good if you target a brush or a model ( I love shooting a dog in the head with a flakk shell ouch!) I don't know about meshes though . I will do some more tests to see if it will work if I clone the terain and apply chaulk to it but I don't think it will work .
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Post by Bjarne BZR »

I had some time to try this with LOD for a while now, and it works as expected.... anything special with your LOD?
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Post by bdbodger »

it seems that the problem is the aimtarget of the gun as you can see in this picture . Works better on models I think .
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Post by Bjarne BZR »

Lasers are cool... yeah... hu hu hu...

Are you useing 'aimtarget' instead of 'trace' ?
New version out: /forum/viewtopic.php?t=4763
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Post by bdbodger »

No what I did was to extract flak88turret.tik and add the line
DMprojectile models/projectiles/tigercannonshell.tik
so that it fires a projectile in dm and renamed it dmflak88turret.tik . Then in the scout script I added this
binocular_fire:
local.fwd_vec = angles_toforward self.viewangles
local.start = self gettagposition "Bip01 Head"
local.hit_location = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * level.scout_sight_max) 0
local.ent = spawn script_origin origin local.hit_location

/////////////////////////////////// Mod added by Bdbodger bdbodger@hotmail.com ////////////////////

if(self.artilleryofficer==1)
{
level.artillery_spot= local.ent.origin
level.artillery_marked=1
}
if(self.airstrike==1)
{
level.airstrike_spot= local.ent.origin
level.airstrike_marked=1
}
////////////////////////////////// Modification end ////////////////////////////////////////////////

if ( level.rjukanproject_scouting_debug ) {
println "[SCOUTING]: Drawing beam from " local.start " to " local.hit_location
local.beam = spawn func_beam origin local.start endpoint local.hit_location maxoffset 0
local.beam doActivate
local.beam color (1 0 0)

//************* mod added by bdbodger *****************************************
local.colorhit= spawn script_model model "fx/dummy.tik"
local.colorhit light 0.0 1.0 0.0 50
local.colorhit.origin= local.ent.origin
local.colorhit commanddelay 6 remove
//******************************************************************************
local.beam commanddelay 2 remove
}
then in my level script
fire_gun2:
while(isalive $gun2)
{

if !(level.artillery_marked==1)
{
local.gun2aim= $gun2_target[randomint($gun2_target.size)+1]
}
else
{
local.arty= spawn script_origin origin level.artillery_spot
local.gun2aim= local.arty
level.artillery_marked=0
local.artyfire_spot=1
}

$gun2 setaimtarget local.gun2aim
$gun2 waittill ontarget
$gun2 anim fire

if(local.artyfire_spot==1)
{
local.arty immediateremove
local.artyfire_spot=0
}
wait 5
}
end
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Post by Bjarne BZR »

Now I see what you are doing :)

This is a cool use of the binoculars!

Just to state the obvios: where is the artillery flak88? You do realize that just because the scout can see the spot is not the same as that the flak88 can see the same spot... right?
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Post by bdbodger »

yes and the flakk is was in front of the fireing platform the aim is off I think it is just on purpose for the game like a bullet spread I am not going to worry about it adds realism I guess
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Post by Bjarne BZR »

Yes, lets not call it a bug, lets call it a feature.

Microsoft style! :wink:
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