Hi
You just need to name your script as your .bsp is.
Eg, if your map is dm_rathunt.bsp then your script must be named dm_rathunt.scr.
It must be in the same folder as the bsp.
Eg, if your map is a dm map, it would be
maps/dm/dm_rathunt.scr
if it was an obj map, it would be
maps/obj/dm_rathunt.scr
If it was a single player map it would be:
maps/dm_rathunt.scr
Here is an example basic map script you can use. Paste this into wordpad or notepad and save it as as I instucted above.
Code: Select all
// Rat Hunt
// ARCHITECTURE: snajperu
// SCRIPTING: snajperu
// -------------------------------------------------------------------------------------
main:
// -------------------------------------------------------------------------------------
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the nest of evil"
setcvar "g_obj_alliedtext3" "Man-Eating Rats"
setcvar "g_obj_axistext1" "- Defend the evil rats,"
setcvar "g_obj_axistext2" "and possibly get eaten by them"
setcvar "g_obj_axistext3" "By snajperu"
setcvar "g_scoreboardpic" "dmrathunt" //need to make a shader for this, or you can use a texture path, eg "textures/rathunt/rathuntscoreboard.tga"
///////////////////////
level waittill prespawn
///////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/dm_rathunt.scr
exec global/ambient.scr obj_team1 //you can change the ambiant sounds here...
////////////////////
level waittill spawn
////////////////////
$world farclipoverride -1 //change depending on your map
//also setup fog here
end