conversion and spawn help
Moderator: Moderators
conversion and spawn help
ok, im now tackling an obj map trying to convert to mp, all i have to do is change the gametype # right?? i dunno but, also in any map, wether mp or obj, how i do change the original spawn points to make players spawn where i want them to??
next ? is, how can i convert sp to mp?? or are they available for dl, i will pay $ as well???
next ? is, how can i convert sp to mp?? or are they available for dl, i will pay $ as well???
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Pistonsfan
- Corporal
- Posts: 27
- Joined: Thu May 18, 2006 5:33 pm
I have converted a few obj maps to FFA. When I get home from work I will show you a script I did. Yes you have to change gametype and you have to add spawnpoints. I've also removed the bombs from the map.
Which map are you trying? If I have done that one I will send you my script that you could try out.
Which map are you trying? If I have done that one I will send you my script that you could try out.
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Pistonsfan
- Corporal
- Posts: 27
- Joined: Thu May 18, 2006 5:33 pm
Here is the script I used to do that.
You can find the obj_team3.scr file in the pak1.pk3.
Let me know if it worked for you.
You can find the obj_team3.scr file in the pak1.pk3.
Let me know if it worked for you.
Code: Select all
// OMAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL
main:
setcvar "g_gametype" "1"
setcvar "g_obj_alliedtext1" "Omaha Beach"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "Converted to FFA"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "(OT&S)-Pistonsfan"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "objdm5"
local.allied = spawn info_player_deathmatch origin ( -606.626 -1513.052 -501.875 ) angle ( 92.428 )
local.allied = spawn info_player_deathmatch origin ( 1318.138 -1476.525 -501.875 ) angle ( 96.833 )
local.allied = spawn info_player_deathmatch origin ( 2248.289 -1061.460 -501.875 ) angle ( 318.389 )
local.allied = spawn info_player_deathmatch origin ( 736.501 -801.100 -529.583 ) angle ( 91.104 )
local.allied = spawn info_player_deathmatch origin ( 616.614 -310.702 -547.875 ) angle ( 127.172 )
local.allied = spawn info_player_deathmatch origin ( 600.258 449.279 -319.875 ) angle ( 288.759 )
local.allied = spawn info_player_deathmatch origin ( 1687.175 -4.605 -127.875 ) angle ( 176.375 )
local.allied = spawn info_player_deathmatch origin ( 1602.500 -175.051 64.125 ) angle ( 15.930 )
local.allied = spawn info_player_deathmatch origin ( 854.855 1144.608 64.125 ) angle ( 84.402 )
local.allied = spawn info_player_deathmatch origin ( 1690.740 201.095 64.125 ) angle ( 288.188 )
local.allied = spawn info_player_deathmatch origin ( 1795.367 386.114 256.125 ) angle ( 277.872 )
local.allied = spawn info_player_deathmatch origin ( 1417.045 -163.602 256.125 ) angle ( 307.584 )
local.allied = spawn info_player_deathmatch origin ( 1772.047 743.113 250.125 ) angle ( 89.824 )
local.allied = spawn info_player_deathmatch origin ( 1176.104 731.390 250.125 ) angle ( 173.683 )
local.allied = spawn info_player_deathmatch origin ( 342.956 1307.193 256.125 ) angle ( 83.474 )
local.allied = spawn info_player_deathmatch origin ( -467.427 900.302 248.125 ) angle ( 218.436 )
local.allied = spawn info_player_deathmatch origin ( -1000.667 -580.568 256.125 ) angle ( 328.354 )
local.allied = spawn info_player_deathmatch origin ( -1308.885 158.855 248.125 ) angle ( 6.180 )
local.allied = spawn info_player_deathmatch origin ( -752.157 1183.625 328.125 ) angle ( 137.131 )
local.allied = spawn info_player_deathmatch origin ( -612.506 1583.254 328.125 ) angle ( 0.143 )
local.allied = spawn info_player_deathmatch origin ( -767.214 2059.080 384.125 ) angle ( 78.272 )
local.allied = spawn info_player_deathmatch origin ( -69.649 2067.855 331.037 ) angle ( 254.460 )
local.allied = spawn info_player_deathmatch origin ( 122.219 1540.044 320.125 ) angle ( 268.303 )
local.allied = spawn info_player_deathmatch origin ( 1230.400 2065.816 320.125 ) angle ( 202.253 )
local.allied = spawn info_player_deathmatch origin ( 1212.004 1381.343 329.439 ) angle ( 272.532 )
local.allied = spawn info_player_deathmatch origin ( 2478.379 2100.646 349.944 ) angle ( 185.768 )
local.allied = spawn info_player_deathmatch origin ( 2702.334 1424.019 384.125 ) angle ( 265.924 )
local.allied = spawn info_player_deathmatch origin ( 2020.930 1445.725 256.125 ) angle ( 95.208 )
local.allied = spawn info_player_deathmatch origin ( -57.573 1224.699 264.125 ) angle ( 268.039 )
local.allied = spawn info_player_deathmatch origin ( 1399.185 -9.923 256.125 ) angle ( 359.533 )
local.allied = spawn info_player_deathmatch origin ( 2345.411 440.212 -319.875 ) angle ( 186.125 )
local.allied = spawn info_player_deathmatch origin ( 2500.926 -179.574 -571.875 ) angle ( 5.790 )
local.allied = spawn info_player_deathmatch origin ( 1424.011 816.545 64.125 ) angle ( 269.451 )
local.allied = spawn info_player_deathmatch origin ( 1890.264 1581.466 424.125 ) angle ( 89.731 )
local.allied = spawn info_player_deathmatch origin ( 387.672 1728.782 256.125 ) angle ( 2.433 )
level waittill prespawn
$bangalore_left remove
$bangalore_nopulse_left remove
$barbwire_clip_left remove
$barbwire_collision_left remove
$barbwire_left remove
$bangalore_center remove
$bangalore_nopulse_center remove
$barbwire_clip_center remove
$barbwire_collision_center remove
$barbwire_center remove
$bangalore_right remove
$bangalore_nopulse_right remove
$barbwire_clip_right remove
$barbwire_collision_right remove
$barbwire_right remove
$88mm_explosive1 remove
$88mm_explosive2 remove
exec global/DMprecache.scr
thread global/minefield.scr::minefield_setup
$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
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
thread shingle_setup
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 remove
$bangalore_nopulse_left remove
$barbwire_clip_left remove
$barbwire_collision_left remove
$barbwire_left remove
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 remove
$bangalore_nopulse_center remove
$barbwire_clip_center remove
$barbwire_collision_center remove
$barbwire_center remove
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 remove
$bangalore_nopulse_right remove
$barbwire_clip_right remove
$barbwire_collision_right remove
$barbwire_right remove
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
endLet me know if you need help on the SP maps i have converted 28 of them.......... The spawn points basically you have to edit the scripting completely i beleive......... but i think there is a way around that. If you need help let me know... add me on hotmail mattneed@hotmail.com or on Xfire if you have it mattneed.....
(\_/)
(O.o) This is Bunny. Copy Bunny
(> <) to help him achieve world domination.
(O.o) This is Bunny. Copy Bunny
(> <) to help him achieve world domination.
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Pistonsfan
- Corporal
- Posts: 27
- Joined: Thu May 18, 2006 5:33 pm
deathmatch
hey pistons, dont mean to sound stupid, but the script works great!! i have modded it and it looks awsome, but...how do i get it to load as a TDM map?? i set the gametype to 2, however, how can i get it to load under the death match server??
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Pistonsfan
- Corporal
- Posts: 27
- Joined: Thu May 18, 2006 5:33 pm
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
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