SP Conversion

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
Theunkown
Private
Posts: 5
Joined: Mon Sep 06, 2004 11:22 pm

SP Conversion

Post by Theunkown »

M&M wrote:: 1st of all welcome to .map
2nd plz dont bump old posts, making a new topic is alot easier and will get you attention alot faster

now,to answer your question. not sure exactly but i think it was disable spawn or something similar. i know bjarne BZR made something like this for the hunt obj map in mohaa. so it can be done . u'll have to wait until some1 more experienced with scripting arrives
Ok point taken sorry

Ok i know and you all know that Virus from HCG did and has fully conveted SP maps over to Multi-player and made them run perfect online without anyone needing to download anything except the sound fix which would be cool and better if that wasn't needed so i have 2 things to ask;

1: I've already learnt how to had spawn points thx to other posts but i would like to find out how to stop all the extra things like the axis SP spawns that are apart of the map including anything extra like tips and vehicles. So just how is this done??

2. Making the map run perfect for online play. Yeah fun if it would work just the other clients PC crashes when connecting even thou i've got about 10 extra spawn points but still the clients map would load fully. Why is this and how could it be fixed??

So with this i ask "how" i know i'm new but i have learnt alot over the past 2 weeks and already have a map on paper and already building it. But i would like to learn this also for BT and SH. Dout it will work for PA as i guess they changed a lot as new programs and new coding but would be fun and cool to convert all the SP maps from BT and SH including the already done and in development from HCG.

Thanks for reading this post

Theunkown

"Their is no spoone" qoute The Matrix
Shuriken1
Corporal
Posts: 28
Joined: Thu Sep 02, 2004 3:05 pm
Contact:

Post by Shuriken1 »

How Virus did those conversions has been puzzling me as well. Like you say, clients just crash when they connect. I gave up in the end as I don't know enough on this stuff.

Be nice if someone could do the same and make it public rather than keeping it to themselves.
Shuriken1
Theunkown
Private
Posts: 5
Joined: Mon Sep 06, 2004 11:22 pm

Post by Theunkown »

I know how you feel keeping this code to your selves makes you well selfish and well other words you can't really say but really it would be nice to know how to stop the extra stuff because i can add spawns and take away all the SP coding but this causes bugs like extra axis and vehicles that are not needed.

Really if this coding was given to us we could all work on mods for fun and mods to stop anyone from going under the maps like we have in the stock multi-player maps.

Really finding out this information/coding would be greatful so we could all start work on extra stuff for those maps.
Cobra {sfx}
First Lieutenant
Posts: 193
Joined: Tue Mar 23, 2004 10:25 pm
Contact:

Post by Cobra {sfx} »

Why dont you post your script and people can see where the problems are and then perhaps help you?

Theres usually a lot more involved than just adding new spawns, theres a lot of errors in the maps that will need a fix - holes/invisible walls etc etc

Get posting and youll be surprised what people will notice and help you with :)
panther1
Private
Posts: 6
Joined: Sat Sep 11, 2004 4:44 pm

Post by panther1 »

Hi guys. This is in response to Theunknown post. I was having the same problem that u were having but I finally am able to host sp maps. :lol: First u have to look through your bsp file and find the target names.Example-aispawner or enemyspawnerdestination.Now write in your script under Remove Stuff From Sp $aispawnerdestination remove. Then when u want to host that map u have to create a pk3 file. I use pakscape. Go into pakscape click file in the upper left corner and then click new. Create a new folder called maps. Click the maps folder to open it then click import file.Import your src file into the maps folder and then save as for example zzzz_ M3L3.pk3.After that put you pk3 file in the MOHAA main folder.Now start your game and go into the mp room and bring down your console and type-map M3L3 and press enter. Hope this helps you. :lol:
Last edited by panther1 on Sat Sep 11, 2004 5:39 pm, edited 1 time in total.
panther1
Private
Posts: 6
Joined: Sat Sep 11, 2004 4:44 pm

Post by panther1 »

Oh, one more thing. Pick an original map in multiplayer and start it. Then bring down your console when your in that game and type your mapname. Otherwise it wont work. Hey, if anyone knows how to get sp maps in rotation please let me know. That one is still stumping me. Thanx
Theunkown
Private
Posts: 5
Joined: Mon Sep 06, 2004 11:22 pm

Post by Theunkown »

Cool thx so i've gotta make the script "remove" all the spawns and addons that that map carries like the axis pieces and vehicles as these are already in the map and need editing out once i've got this sorted if i have any problems i'll add it up here ;)
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

rofl, i've messed with my server (FnG) a lot, jsut specify the SP mapname.

spmap m1l2a

for example. it'll wahck the gametype so you'll need to do

g_gametype x

after you're done, otherwise it'll stay at 0 (SP). :wink: :wink:
Cobra {sfx}
First Lieutenant
Posts: 193
Joined: Tue Mar 23, 2004 10:25 pm
Contact:

Post by Cobra {sfx} »

To use in pk3 format have the bsp and your map script in the pk3s maps folder (not inside obj or dm) and have your server config call it eg...

seta sv_maplist "dm/mohdm1 maps/m3l3 dm/mohdm2 obj/obj_team3 dm/mohdm3 obj/obj_team4 dm/mohdm6 dm/mohdm7" // map list
map dm/mohdm1 // first map

(This is a gametype2 rotation i used to use)
Last edited by Cobra {sfx} on Sat Sep 11, 2004 10:07 pm, edited 2 times in total.
panther1
Private
Posts: 6
Joined: Sat Sep 11, 2004 4:44 pm

Post by panther1 »

:roll:
Last edited by panther1 on Sun Sep 12, 2004 12:24 am, edited 1 time in total.
panther1
Private
Posts: 6
Joined: Sat Sep 11, 2004 4:44 pm

Post by panther1 »

Thanks a lot Cobra. It finally works. :lol:
Cobra {sfx}
First Lieutenant
Posts: 193
Joined: Tue Mar 23, 2004 10:25 pm
Contact:

Post by Cobra {sfx} »

:)
Elgan
Lieutenant General
Posts: 890
Joined: Tue Apr 13, 2004 10:43 pm
Location: uk
Contact:

Post by Elgan »

all hail cobra
Post Reply