Turning Omaha into a Free For All map

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cameronnat
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Turning Omaha into a Free For All map

Post by cameronnat »

Can somebody please tell me EXACTLY what to type and where to do this? I have the spawn points ready. I just need to know WHAT and WHERE to type in the changes. Thank-you
Bjarne BZR
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Post by Bjarne BZR »

First you have to copy the BSP file into the "maps/dm" folder. Have you done that?
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cameronnat
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bsp

Post by cameronnat »

No, I haven't where am I going to find the BSP file?
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Post by cameronnat »

lol, okay I ahve done that
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Post by hogleg »

After u compile ur map u will have several files produced by mbuilder.
They should be in ur mohtools folder.
Just do a search for *.map

When u find it, you'll c a file called urmap.bsp.
Drag that one over to EA/mohaa/main/dm.

If theres not a DM folder make one.
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Post by lizardkid »

you need to recompile, look for the stock maps recently released and get Mbuilder and recompile as FFA.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

well if he wants it serverside hed need a script in the first place :wink:

those source maps are gettin us spoilt :P
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while (local.player istouching self)
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Post by Bjarne BZR »

cameronnat wrote:lol, okay I ahve done that
OK, now you will probably want to hide the exploded versions of the objectives.

Take a look at this tutorial for that: http://gronnevik.se/rjukan/index.php?n= ... ingObjToDm
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cameronnat
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target name?

Post by cameronnat »

Here is the entire file: can you tell me WHAT my target name is?

Code: Select all

// OMAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL

main:

	level waittill prespawn

	exec global/DMprecache.scr

	thread global/minefield.scr::minefield_setup

	$spawn_allied2 disablespawn
	$spawn_allied3 disablespawn

	$spawn_axis3 disablespawn
	$spawn_axis4 disablespawn

	$bangalore_nopulse_left hide
	$bangalore_nopulse_center hide
	$bangalore_nopulse_right hide

	$world northyaw 270

	$world farplane 7500
	$world farplane_color (0.675 0.663 0.651)

	level.script = maps/obj/obj_team5.scr
	exec global/ambient.scr obj_team5

	setcvar "g_obj_alliedtext1" "- Breach the shingle" 
	setcvar "g_obj_alliedtext2" "- Destroy two 15cm"
	setcvar "g_obj_alliedtext3" "cannons"
	setcvar "g_obj_axistext1" "- Prevent Allies from"
	setcvar "g_obj_axistext2" "taking the beach"
	setcvar "g_obj_axistext3" ""
	setcvar "g_scoreboardpic" "objdm5"
	
	thread hide_objectives
	
	
	level waittill spawn
	$world farclipoverride -1

	level.bomb_damage = 200
	level.bomb_explosion_radius = 640
	level.defusing_team = "axis"
	level.planting_team = "allies"
	level.targets_to_destroy = 2
	level.dmrespawning = 1 // 1 or 0
	level.dmroundlimit = 10 // round time limit in minutes
	level.clockside = axis // set to axis, allies, kills, or draw

	level waittill roundstart

	$88mm_explosive1 thread global/obj_dm.scr::bomb_thinker
	$88mm_explosive2 thread global/obj_dm.scr::bomb_thinker

	$88mm_explosive1 thread axis_win_timer
	thread allies_win_bomb

	thread bomb1_exploded $88mm_explosive1
	thread bomb2_exploded $88mm_explosive2

	thread random_explode_setup

	thread shingle_setup

end


//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------

axis_win_timer:

	level waittill axiswin

end

//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------

allies_win_bomb:

	while(level.targets_destroyed < level.targets_to_destroy)
		waitframe
	
	teamwin allies
end


//*** --------------------------------------------
//*** "Bomb 1 Exploded"
//*** --------------------------------------------

bomb1_exploded local.bomb1:

	while (local.bomb1.exploded != 1)

		wait .1

		iprintlnbold "Allies have destroyed the Western Cannon!"

		$spawn_axis2 disablespawn
		$spawn_axis3 enablespawn

end


//*** --------------------------------------------
//*** "Bomb 2 Exploded"
//*** --------------------------------------------

bomb2_exploded local.bomb2:

	while (local.bomb2.exploded != 1)

		wait .1	

		iprintlnbold "Allies have destroyed the Eastern Cannon!"

		$spawn_axis2 disablespawn
		$spawn_axis4 enablespawn

end


//*** --------------------------------------------
//*** "Shingle"
//*** --------------------------------------------

shingle_setup:

	thread shingle_left_start
	thread shingle_center_start
	thread shingle_right_start

end

shingle_left_start:

	$bangalore_trigger_left waittill trigger

	local.player = parm.other

	if (local.player.dmteam != axis)
	{
		goto shingle_left
	}

end

shingle_left:

	$bangalore_left playsound plantbomb1
	$bangalore_left remove
	$bangalore_nopulse_left show

	wait 8
	
	$bangalore_explosion_left1 anim start
	$bangalore_explosion_left2 anim start
	radiusdamage $bangalore_explosion_left2.origin 640 384
	$bangalore_nopulse_left remove
	$barbwire_clip_left remove
	$barbwire_collision_left remove
	$barbwire_left remove
	$spawn_axis1 disablespawn

end

shingle_center_start:

	$bangalore_trigger_center waittill trigger

	local.player = parm.other

	if (local.player.dmteam != axis)
	{
		goto shingle_center
	}

end

shingle_center:

	$bangalore_center playsound plantbomb1
	$bangalore_center remove
	$bangalore_nopulse_center show

	wait 8

	$bangalore_explosion_center1 anim start
	$bangalore_explosion_center2 anim start
	radiusdamage $bangalore_nopulse_center.origin 640 384
	$bangalore_nopulse_center remove
	$barbwire_clip_center remove
	$barbwire_collision_center remove
	$barbwire_center remove
	$spawn_axis1 disablespawn
	$spawn_allied1 disablespawn
	$spawn_allied2 enablespawn

end

shingle_right_start:

	$bangalore_trigger_right waittill trigger

	local.player = parm.other

	if (local.player.dmteam != axis)
	{
		goto shingle_right
	}

end

shingle_right:

	$bangalore_right playsound plantbomb1
	$bangalore_right remove
	$bangalore_nopulse_right show

	wait 8
	
	$bangalore_explosion_right1 anim start
	$bangalore_explosion_right2 anim start
	radiusdamage $bangalore_nopulse_right.origin 640 384
	$bangalore_nopulse_right remove
	$barbwire_clip_right remove
	$barbwire_collision_right remove
	$barbwire_right remove
	$spawn_axis1 disablespawn
	$spawn_axis2 enablespawn
	$spawn_allied1 disablespawn
	$spawn_allied3 enablespawn

end


//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------

random_explode_setup:

	thread random_explode1
	thread random_explode2
	thread random_explode3
	thread random_explode4
	thread random_explode5
	thread random_explode6
	thread random_explode7

end

random_explode1:

	wait (randomfloat 13 + 23)

	$random_explode1_origin playsound arty_leadinmp

	wait 1

	$random_explode1 anim start
	radiusdamage $random_explode1_origin 256 384

	goto random_explode1

random_explode2:

	wait (randomfloat 7 + 20)

	$random_explode2_origin playsound arty_leadinmp

	wait 1

	$random_explode2 anim start
	radiusdamage $random_explode2_origin 256 384

	goto random_explode2

random_explode3:

	wait (randomfloat 9 + 18)

	$random_explode3_origin playsound arty_leadinmp

	wait 1

	$random_explode3 anim start
	radiusdamage $random_explode3_origin 256 384

	goto random_explode3

random_explode4:

	wait (randomfloat 12 + 18)

	$random_explode4_origin playsound arty_leadinmp

	wait 1

	$random_explode4 anim start
	radiusdamage $random_explode4_origin 256 384

	goto random_explode4

random_explode5:

	wait (randomfloat 15 + 22)

	$random_explode5_origin playsound arty_leadinmp

	wait 1

	$random_explode5 anim start
	radiusdamage $random_explode5_origin 256 384

	goto random_explode5

random_explode6:

	wait (randomfloat 8 + 15)

	$random_explode6_origin playsound arty_leadinmp

	wait 1

	$random_explode6 anim start
	radiusdamage $random_explode6_origin 256 384

	goto random_explode6

random_explode7:

	wait (randomfloat 10 + 24)

	$random_explode7_origin playsound arty_leadinmp

	wait 1

	$random_explode7 anim start
	radiusdamage $random_explode7_origin 256 384

	goto random_explode7

end
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Re: target name?

Post by Bjarne BZR »

cameronnat wrote:Here is the entire file: can you tell me WHAT my target name is?
I dont understand what you are asking for... can you descripe it in more detail?
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cameronnat
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sorry

Post by cameronnat »

Okay, I have gone throught the document but it says to change the target names to what they are designated to be. So could you give me an example just from looking at what I have here? I mean can you show me how to do the first one? THE BOLDED AREA IS WHAT I ADDED AND HAVE TO ADD THE TARGET NAMES INTO

// OMAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL

main:

level waittill prespawn

exec global/DMprecache.scr

thread global/minefield.scr::minefield_setup

$spawn_allied2 disablespawn
$spawn_allied3 disablespawn

$spawn_axis3 disablespawn
$spawn_axis4 disablespawn

$bangalore_nopulse_left hide
$bangalore_nopulse_center hide
$bangalore_nopulse_right hide

$world northyaw 270

$world farplane 7500
$world farplane_color (0.675 0.663 0.651)

level.script = maps/obj/obj_team5.scr
exec global/ambient.scr obj_team5

setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "objdm5"

thread hide_objectives

if ($explodersmashed == NULL) {
level.explodersmasheds = 0
} else {
level.explodersmasheds = $explodersmashed.size
}


if (level.explodersmasheds > 0) {
level.explodersmashed = exec global/makearray.scr $explodersmashed
for (local.i=1;local.i<level.explodersmasheds+1;local.i++) {
level.explodersmashed[local.i] delete
}

if ($exploderchunk == NULL) {
level.exploderchunks = 0
} else {
level.exploderchunks = $exploderchunk.size
}

if (level.exploderchunks > 0) {
level.exploderchunks = $exploderchunk.size
level.exploderchunk = exec global/makearray.scr $exploderchunk
for (local.i=1;local.i<level.exploderchunks+1;local.i++) {
level.exploderchunk[local.i] delete
println ("Deleted ExploderChunk " + local.i)
}

if ($exploderfire == NULL) {
level.exploderfires = 0
} else {
level.exploderfires = $exploderfire.size
}

if (level.exploderfires > 0) {
level.exploderfires = $exploderfire.size
level.exploderfire = exec global/makearray.scr $exploderfire
for (local.i=1;local.i<level.exploderfires+1;local.i++) {
level.exploderfire[local.i] delete
println ("Deleted ExploderFire " + local.i)
}

if ($explodertrigger == NULL) {
level.explodertriggers = 0
} else {
level.explodertriggers = $explodertrigger.size
}

if (level.explodertriggers > 0) {
level.explodertriggers = $explodertrigger.size
level.explodertrigger = exec global/makearray.scr $explodertrigger
for (local.i=1;local.i<level.explodertriggers+1;local.i++) {
level.explodertrigger[local.i] delete
println ("Deleted ExploderTrigger " + local.i)
}

if ($exploder == NULL) {
level.exploders = 0
} else {
level.exploders = $exploder.size
}

if (level.exploders > 0) {
level.exploders = $exploder.size
level.exploder = exec global/makearray.scr $exploder
for (local.i=1;local.i<level.exploders+1;local.i++) {
level.exploder[local.i] solid
level.exploder[local.i] thread global/exploder.scr::solidify
println ("Solidified Exploder " + local.i)
}

$distiller_bomb delete

$wall_document_trigger.target delete
$wall_document_trigger delete
$desk_document_trigger.target delete
$desk_document_trigger delete

end


level waittill spawn
$world farclipoverride -1

level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 2
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 10 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw

level waittill roundstart

$88mm_explosive1 thread global/obj_dm.scr::bomb_thinker
$88mm_explosive2 thread global/obj_dm.scr::bomb_thinker

$88mm_explosive1 thread axis_win_timer
thread allies_win_bomb

thread bomb1_exploded $88mm_explosive1
thread bomb2_exploded $88mm_explosive2

thread random_explode_setup

thread shingle_setup

end


//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------

axis_win_timer:

level waittill axiswin

end

//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------

allies_win_bomb:

while(level.targets_destroyed < level.targets_to_destroy)
waitframe

teamwin allies
end


//*** --------------------------------------------
//*** "Bomb 1 Exploded"
//*** --------------------------------------------

bomb1_exploded local.bomb1:

while (local.bomb1.exploded != 1)

wait .1

iprintlnbold "Allies have destroyed the Western Cannon!"

$spawn_axis2 disablespawn
$spawn_axis3 enablespawn

end


//*** --------------------------------------------
//*** "Bomb 2 Exploded"
//*** --------------------------------------------

bomb2_exploded local.bomb2:

while (local.bomb2.exploded != 1)

wait .1

iprintlnbold "Allies have destroyed the Eastern Cannon!"

$spawn_axis2 disablespawn
$spawn_axis4 enablespawn

end


//*** --------------------------------------------
//*** "Shingle"
//*** --------------------------------------------

shingle_setup:

thread shingle_left_start
thread shingle_center_start
thread shingle_right_start

end

shingle_left_start:

$bangalore_trigger_left waittill trigger

local.player = parm.other

if (local.player.dmteam != axis)
{
goto shingle_left
}

end

shingle_left:

$bangalore_left playsound plantbomb1
$bangalore_left remove
$bangalore_nopulse_left show

wait 8

$bangalore_explosion_left1 anim start
$bangalore_explosion_left2 anim start
radiusdamage $bangalore_explosion_left2.origin 640 384
$bangalore_nopulse_left remove
$barbwire_clip_left remove
$barbwire_collision_left remove
$barbwire_left remove
$spawn_axis1 disablespawn

end

shingle_center_start:

$bangalore_trigger_center waittill trigger

local.player = parm.other

if (local.player.dmteam != axis)
{
goto shingle_center
}

end

shingle_center:

$bangalore_center playsound plantbomb1
$bangalore_center remove
$bangalore_nopulse_center show

wait 8

$bangalore_explosion_center1 anim start
$bangalore_explosion_center2 anim start
radiusdamage $bangalore_nopulse_center.origin 640 384
$bangalore_nopulse_center remove
$barbwire_clip_center remove
$barbwire_collision_center remove
$barbwire_center remove
$spawn_axis1 disablespawn
$spawn_allied1 disablespawn
$spawn_allied2 enablespawn

end

shingle_right_start:

$bangalore_trigger_right waittill trigger

local.player = parm.other

if (local.player.dmteam != axis)
{
goto shingle_right
}

end

shingle_right:

$bangalore_right playsound plantbomb1
$bangalore_right remove
$bangalore_nopulse_right show

wait 8

$bangalore_explosion_right1 anim start
$bangalore_explosion_right2 anim start
radiusdamage $bangalore_nopulse_right.origin 640 384
$bangalore_nopulse_right remove
$barbwire_clip_right remove
$barbwire_collision_right remove
$barbwire_right remove
$spawn_axis1 disablespawn
$spawn_axis2 enablespawn
$spawn_allied1 disablespawn
$spawn_allied3 enablespawn

end


//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------

random_explode_setup:

thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7

end

random_explode1:

wait (randomfloat 13 + 23)

$random_explode1_origin playsound arty_leadinmp

wait 1

$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384

goto random_explode1

random_explode2:

wait (randomfloat 7 + 20)

$random_explode2_origin playsound arty_leadinmp

wait 1

$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384

goto random_explode2

random_explode3:

wait (randomfloat 9 + 18)

$random_explode3_origin playsound arty_leadinmp

wait 1

$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384

goto random_explode3

random_explode4:

wait (randomfloat 12 + 18)

$random_explode4_origin playsound arty_leadinmp

wait 1

$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384

goto random_explode4

random_explode5:

wait (randomfloat 15 + 22)

$random_explode5_origin playsound arty_leadinmp

wait 1

$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384

goto random_explode5

random_explode6:

wait (randomfloat 8 + 15)

$random_explode6_origin playsound arty_leadinmp

wait 1

$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384

goto random_explode6

random_explode7:

wait (randomfloat 10 + 24)

$random_explode7_origin playsound arty_leadinmp

wait 1

$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384

goto random_explode7

end
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

did you spawn those $spawn_allied2 or are you just assuming that the spawns are named that?
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Code: Select all

while (local.player istouching self)
cameronnat
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I think this is all wrong!??

Post by cameronnat »

Cause it looks like i am setting up a TDM and I want OMaha to be a FFA map. I have seen it in many other servers as a FFA. I am confused...HELP :oops: :cry:
Bjarne BZR
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Post by Bjarne BZR »

Ah, K, this should work, I commented out he objective stuff and added the hide_objectives method to the end:

Code: Select all

// OMAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL

main:

   level waittill prespawn

   exec global/DMprecache.scr

   thread global/minefield.scr::minefield_setup

   $spawn_allied2 disablespawn
   $spawn_allied3 disablespawn

   $spawn_axis3 disablespawn
   $spawn_axis4 disablespawn

   $bangalore_nopulse_left hide
   $bangalore_nopulse_center hide
   $bangalore_nopulse_right hide

   $world northyaw 270

   $world farplane 7500
   $world farplane_color (0.675 0.663 0.651)

   // Change so the name of your script
   level.script = maps/dm/obj_team5.scr
   exec global/ambient.scr obj_team5

   setcvar "g_obj_alliedtext1" "- Breach the shingle"
   setcvar "g_obj_alliedtext2" "- Destroy two 15cm"
   setcvar "g_obj_alliedtext3" "cannons"
   setcvar "g_obj_axistext1" "- Prevent Allies from"
   setcvar "g_obj_axistext2" "taking the beach"
   setcvar "g_obj_axistext3" ""
   setcvar "g_scoreboardpic" "objdm5"
   
   // Removes unwanted objective stuff:
   thread hide_objectives
   
   level waittill spawn
   $world farclipoverride -1

   //level.bomb_damage = 200
   //level.bomb_explosion_radius = 640
   //level.defusing_team = "axis"
   //level.planting_team = "allies"
   //level.targets_to_destroy = 2
   level.dmrespawning = 1 // 1 or 0
   level.dmroundlimit = 10 // round time limit in minutes
   level.clockside = draw // set to axis, allies, kills, or draw

   level waittill roundstart

   // Remove these lines, they are objective stuff
   // $88mm_explosive1 thread global/obj_dm.scr::bomb_thinker
   // $88mm_explosive2 thread global/obj_dm.scr::bomb_thinker
   // $88mm_explosive1 thread axis_win_timer
   // thread allies_win_bomb
   // thread bomb1_exploded $88mm_explosive1
   // thread bomb2_exploded $88mm_explosive2

   thread random_explode_setup

   thread shingle_setup

end


//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
// Remove these lines, they are objective stuff
// axis_win_timer:
//   level waittill axiswin
// end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
// allies_win_bomb:
//   while(level.targets_destroyed < level.targets_to_destroy)
//      waitframe   
//   teamwin allies
//end
//*** --------------------------------------------
//*** "Bomb 1 Exploded"
//*** --------------------------------------------
//bomb1_exploded local.bomb1:
//   while (local.bomb1.exploded != 1)
//      wait .1
//      iprintlnbold "Allies have destroyed the Western Cannon!"
//      $spawn_axis2 disablespawn
//      $spawn_axis3 enablespawn
//end
//*** --------------------------------------------
//*** "Bomb 2 Exploded"
//*** --------------------------------------------
//bomb2_exploded local.bomb2:
//   while (local.bomb2.exploded != 1)
//      wait .1   
//      iprintlnbold "Allies have destroyed the Eastern Cannon!"
//      $spawn_axis2 disablespawn
//      $spawn_axis4 enablespawn
//end


//*** --------------------------------------------
//*** "Shingle"
//*** --------------------------------------------

shingle_setup:

   thread shingle_left_start
   thread shingle_center_start
   thread shingle_right_start

end

shingle_left_start:

   $bangalore_trigger_left waittill trigger

   local.player = parm.other

   if (local.player.dmteam != axis)
   {
      goto shingle_left
   }

end

shingle_left:

   $bangalore_left playsound plantbomb1
   $bangalore_left remove
   $bangalore_nopulse_left show

   wait 8
   
   $bangalore_explosion_left1 anim start
   $bangalore_explosion_left2 anim start
   radiusdamage $bangalore_explosion_left2.origin 640 384
   $bangalore_nopulse_left remove
   $barbwire_clip_left remove
   $barbwire_collision_left remove
   $barbwire_left remove
   $spawn_axis1 disablespawn

end

shingle_center_start:

   $bangalore_trigger_center waittill trigger

   local.player = parm.other

   if (local.player.dmteam != axis)
   {
      goto shingle_center
   }

end

shingle_center:

   $bangalore_center playsound plantbomb1
   $bangalore_center remove
   $bangalore_nopulse_center show

   wait 8

   $bangalore_explosion_center1 anim start
   $bangalore_explosion_center2 anim start
   radiusdamage $bangalore_nopulse_center.origin 640 384
   $bangalore_nopulse_center remove
   $barbwire_clip_center remove
   $barbwire_collision_center remove
   $barbwire_center remove
   $spawn_axis1 disablespawn
   $spawn_allied1 disablespawn
   $spawn_allied2 enablespawn

end

shingle_right_start:

   $bangalore_trigger_right waittill trigger

   local.player = parm.other

   if (local.player.dmteam != axis)
   {
      goto shingle_right
   }

end

shingle_right:

   $bangalore_right playsound plantbomb1
   $bangalore_right remove
   $bangalore_nopulse_right show

   wait 8
   
   $bangalore_explosion_right1 anim start
   $bangalore_explosion_right2 anim start
   radiusdamage $bangalore_nopulse_right.origin 640 384
   $bangalore_nopulse_right remove
   $barbwire_clip_right remove
   $barbwire_collision_right remove
   $barbwire_right remove
   $spawn_axis1 disablespawn
   $spawn_axis2 enablespawn
   $spawn_allied1 disablespawn
   $spawn_allied3 enablespawn

end


//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------

random_explode_setup:

   thread random_explode1
   thread random_explode2
   thread random_explode3
   thread random_explode4
   thread random_explode5
   thread random_explode6
   thread random_explode7

end

random_explode1:

   wait (randomfloat 13 + 23)

   $random_explode1_origin playsound arty_leadinmp

   wait 1

   $random_explode1 anim start
   radiusdamage $random_explode1_origin 256 384

   goto random_explode1

random_explode2:

   wait (randomfloat 7 + 20)

   $random_explode2_origin playsound arty_leadinmp

   wait 1

   $random_explode2 anim start
   radiusdamage $random_explode2_origin 256 384

   goto random_explode2

random_explode3:

   wait (randomfloat 9 + 18)

   $random_explode3_origin playsound arty_leadinmp

   wait 1

   $random_explode3 anim start
   radiusdamage $random_explode3_origin 256 384

   goto random_explode3

random_explode4:

   wait (randomfloat 12 + 18)

   $random_explode4_origin playsound arty_leadinmp

   wait 1

   $random_explode4 anim start
   radiusdamage $random_explode4_origin 256 384

   goto random_explode4

random_explode5:

   wait (randomfloat 15 + 22)

   $random_explode5_origin playsound arty_leadinmp

   wait 1

   $random_explode5 anim start
   radiusdamage $random_explode5_origin 256 384

   goto random_explode5

random_explode6:

   wait (randomfloat 8 + 15)

   $random_explode6_origin playsound arty_leadinmp

   wait 1

   $random_explode6 anim start
   radiusdamage $random_explode6_origin 256 384

   goto random_explode6

random_explode7:

   wait (randomfloat 10 + 24)

   $random_explode7_origin playsound arty_leadinmp

   wait 1

   $random_explode7 anim start
   radiusdamage $random_explode7_origin 256 384

   goto random_explode7

end

hide_objectives:
	// Start to remove all the explodersmashed brushes
	// (the brushes that represents the objective
	// after is has been blown up)
	// Set how many explodersmashed brushes there are...
	if ($explodersmashed == NULL) { 
		level.explodersmasheds = 0
	} else {
		level.explodersmasheds = $explodersmashed.size
	}
	// Insert all the explodersmashed brushes ( if any )
	// into an array and loop the array
	// while deleting all the objects in it
	if (level.explodersmasheds > 0) {
		level.explodersmashed = exec global/makearray.scr $explodersmashed
		for (local.i=1;local.i<level.explodersmasheds+1;local.i++) {
			level.explodersmashed[local.i] delete
		}
	} // ...all explodersmashed brushes should be gone now.

	// Start to remove all the exploderchunk brushes
	// (the brushes that represents the pieces of the
	// objective getting thrown out of the explosion)
	// Set how many exploderchunk brushes there are...
	if ($exploderchunk == NULL) {
		level.exploderchunks = 0
	} else {
		level.exploderchunks = $exploderchunk.size
	}
	// Insert all the exploderchunk brushes ( if any ) 
	// into an array and loop the array
	// while deleting all the objects in it
	if (level.exploderchunks > 0) {
		level.exploderchunks = $exploderchunk.size
		level.exploderchunk = exec global/makearray.scr $exploderchunk
		for (local.i=1;local.i<level.exploderchunks+1;local.i++) {
			level.exploderchunk[local.i] delete
			println ("Deleted Exploder Chunk " + local.i)
		}
	} // ...all exploderchunk brushes should be gone now.

	// Start to remove all the exploderfire brushes
	// (the brushes that represents fire
	// and brimstone fx of the explosion)
	// Set how many exploderfire brushes there are...
	if ($exploderfire == NULL) {
		level.exploderfires = 0
	} else {
		level.exploderfires = $exploderfire.size
	}
	// Insert all the exploderfire brushes ( if any )
	// into an array and loop the array
	// while deleting all the objects in it
	if (level.exploderfires > 0) {
		level.exploderfires = $exploderfire.size
		level.exploderfire = exec global/makearray.scr $exploderfire
		for (local.i=1;local.i<level.exploderfires+1;local.i++) {
			level.exploderfire[local.i] delete
			println ("Deleted Exploder Fire " + local.i)
		}
	} // ...all exploderfire brushes should be gone now.

	// Start to remove all the explodertrigger brushes
	// (the brushes that is used to activate / de-activatethe object)
	// Set how many explodertrigger brushes there are...
	if ($explodertrigger == NULL) {
		level.explodertriggers = 0
	} else {
		level.explodertriggers = $explodertrigger.size
	}
	// Insert all the explodertrigger brushes ( if any )
	// into an array and loop the array
	// while deleting all the objects in it
	if (level.explodertriggers > 0) {
		level.explodertriggers = $explodertrigger.size
		level.explodertrigger = exec global/makearray.scr $explodertrigger
		for (local.i=1;local.i<level.explodertriggers+1;local.i++) {
			level.explodertrigger[local.i] delete
			println ("Deleted Exploder Trigger " + local.i)
		}
	} // ...all explodertrigger brushes should be gone now.

	// HEADS UP! This code differs from the 3 code paragraphs above!
	// Start to make all the exploder brushes solid
	// (the brushes that represents the objective
	// before is has been blown up )
	// Set how many exploder brushes there are...
	if ($exploder == NULL) {
		level.exploders = 0
	} else {
		level.exploders = $exploder.size
	}
	// Insert all the exploder brushes ( if any )
	// into an array and loop the array while
	// making all the objects in it solid.
	if (level.exploders > 0) {
		level.exploders = $exploder.size
		level.exploder = exec global/makearray.scr $exploder
		for (local.i=1;local.i<level.exploders+1;local.i++) {
			level.exploder[local.i] solid
			level.exploder[local.i] thread global/exploder.scr::solidify
			println ("Solidified Exploder " + local.i)
		}
	} // ...all exploder brushes should be solid now.

	// Delete the model that represents the bomb.
	$distiller_bomb delete

	// Remove the document objectives and their triggers
	// ( see the the multiplayer steal objective tutorial )
	$88mm_explosive1.target delete
	$88mm_explosive1 delete
	$88mm_explosive2.target delete
	$88mm_explosive2 delete 

end // End of the hide_objectives method 
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Head above heels.
cameronnat
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Posts: 13
Joined: Sun Feb 27, 2005 6:30 pm
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Post by cameronnat »

okay I can get it to run as FFA BUT I need to get rid of the spawn on the beach and add in other spawn points. I have the coords already. I just need to know WHERE in the .scr? I keep making mods on maps and I try to make them .pk3's but they NEVER work. I put them into my MAIN folder and MAINTA. I even add zzzz's to the name. I wish there was a place where it told you STEP by STEP how to mod maps. I know that if I knew how to do it I WOULD make that document. Thank-you very much for your help and patience :)
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