converting custom AA to SH
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converting custom AA to SH
Is there a way to convert custom AA maps for Spearhead. I get an error "invalid map in rotation" when I try to run them from my computer.
Computers hate me!!!!!
-
Rookie One.pl
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- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
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you will get that sometimes if you r starting a server from in the game itself trying to run singleplayer maps.The best method is to make a extra shortcut on your desktop for spearhead.In the target box of the new shortcut put something like this.
"C:\Program Files\EA GAMES\MOHAA\moh_spearhead.exe" +set dedicated 0 +set developer 1 +set ui_console 1 +set cheats 1 +set thereisnomonkey 1 +exec new.cfg
its best to have cheats on imo if ya spawning,modding
make a copy of your team.cfg in spearhead and rename it new.cfg In the new config add the maps you r trying to run.
Example
// Map
// Starting map on the rotation.
map "m1l1"
sv_maplist "m1l1 m1l2''
remember thou there is alot more to running the singleplayer maps in multiplayer than just firing them up...will have bots etc etc that need to be removed..lots of scripting is involved to make them really playable and crashfree including adding new spawn points.I plan on re-scripting some of the singleplayer maps from breakthrough to spearhead soon.But to make them really look and play good i know its a long process which i do not have time for atm due to other things i am working on.I will eventually do it and release it thou.Heres a copy of m1l1 that we currently run on our server.Maybe this will give you a good starting point of a example of what may be involved in re-scripting the rest.
//m1l1
main:
local.allied = spawn info_player_allied origin " -4686 -3732 106 " angle 106
local.allied = spawn info_player_allied origin " -3816 -3516 182 " angle 91
local.allied = spawn info_player_allied origin " -3178 -3711 202 " angle 99
local.allied = spawn info_player_allied origin " -1499 -4693 114 " angle 131
local.allied = spawn info_player_allied origin " -1458 -2330 207 " angle 265
local.allied = spawn info_player_allied origin " -2127 -3050 35 " angle 178
local.allied = spawn info_player_allied origin " -3263 -483 410 " angle 178
local.allied = spawn info_player_allied origin " -5272 -509 464 " angle 358
local.axis = spawn info_player_axis origin " -5910 2495 642 " angle 221
local.axis = spawn info_player_axis origin " -6897 2382 434 " angle 296
local.axis = spawn info_player_axis origin " -6565 1483 434 " angle 0
local.axis = spawn info_player_axis origin " -6028 264 378 " angle 14
local.axis = spawn info_player_axis origin " -4797 29 375 " angle 94
local.axis = spawn info_player_axis origin " -4815 992 462 " angle 8
local.axis = spawn info_player_axis origin " -3638 796 454 " angle 221
local.axis = spawn info_player_axis origin " -3536 -272 409 " angle 177
removeclass actor //removes the bots
removeclass pathnode
removeclass splinepath
// setcvar debug 1
setcvar "g_obj_alliedtext1" "Rangers Lead the Way"
setcvar "g_obj_alliedtext2" "Algeria, North Africa"
setcvar "g_obj_alliedtext3" "TWZmodz"
setcvar "g_obj_axistext1" "Modded by <TWZ>"
setcvar "g_obj_axistext2" "www.twzfragzone."
setcvar "g_obj_axistext3" "clanservers.com"
setcvar "g_scoreboardpic" "m1l1.tga"
$ending_save_player delete
$endshutterR delete
$endshutterL delete
$door delete
$endshutterR2 delete
$endshutterL2 delete
$endshutterR3 delete
$endshutterL3 delete
$newtruckclip delete
$truckclip delete
$truckclip2 delete
$toss delete
$clippy notsolid
$2ndtruckclip delete
$hahaha delete
$temptruck2 delete
$temptruck1 delete
$deadtruck delete
level waittill prespawn
level.script = "maps/m1l1.scr"
exec global/ambient.scr m1l1
exec global/exploder.scr
exec global/shutter.scr
exec global/door_locked.scr::lock
level waittill spawn
thread stuff
end
//--------------------------------------------------------------------------------------
stuff:
//added this due to player could squat and lean into bank and kill ppl top of hill //Gold
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -5175 -3515 90 )
local.barbwire1.angles = ( 0 -10 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.vehicle = spawn script_model
local.vehicle model "vehicles/panzer_iv_d.tik"
local.vehicle.origin = ( -2760 -3288 58 )
local.vehicle.angles = ( 0 197 0 )
local.vehicle solid
local.vehicle immune bullet
local.vehicle immune fast_bullet
local.vehicle immune bash
local.vehicle immune explosion
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long.tik
local.barbwire1.origin = ( -1300 -3450 59 )
local.barbwire1.angles = ( 0 0 8 )
local.barbwire1.scale = 1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_two_post.tik
local.barbwire1.origin = ( -3232 -4450 200 )
local.barbwire1.angles = ( 0 0 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_two_post.tik
local.barbwire1.origin = ( -3232 -4056 200 )
local.barbwire1.angles = ( 0 0 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -2826 -4677 143 )
local.barbwire1.angles = ( 0 90 7 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -2320 -4677 87 )
local.barbwire1.angles = ( 0 90 4 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -1861 -4820 88 )
local.barbwire1.angles = ( 0 60 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.crate = spawn script_model
local.crate model "static/indycrate.tik"
local.crate.origin = ( -4595 -1820 260 )
local.crate.angles = ( 0 -50 0 )
local.crate nodamage
local.crate solid
local.crate = spawn script_model
local.crate model "static/indycrate.tik"
local.crate.origin = ( -4616 -1796 307.31 )
local.crate.angles = ( 0 -50 0 )
local.crate nodamage
local.crate solid
end
//--------------------------------------------------------------------------------------------------
// End some setthreads
door_end_open:
end
barrel:
end
door_locked:
end
hint_reach:
end
standup:
end
ending_kill:
end
ending_door:
end
blowthedoor:
end
dooropen:
end
triggerend:
end
hint_use:
end
intro_exploder:
end
endthelevel:
end
captain_talk:
end
actually this post is better suited for scripting section than mapping prolly
"C:\Program Files\EA GAMES\MOHAA\moh_spearhead.exe" +set dedicated 0 +set developer 1 +set ui_console 1 +set cheats 1 +set thereisnomonkey 1 +exec new.cfg
its best to have cheats on imo if ya spawning,modding
make a copy of your team.cfg in spearhead and rename it new.cfg In the new config add the maps you r trying to run.
Example
// Map
// Starting map on the rotation.
map "m1l1"
sv_maplist "m1l1 m1l2''
remember thou there is alot more to running the singleplayer maps in multiplayer than just firing them up...will have bots etc etc that need to be removed..lots of scripting is involved to make them really playable and crashfree including adding new spawn points.I plan on re-scripting some of the singleplayer maps from breakthrough to spearhead soon.But to make them really look and play good i know its a long process which i do not have time for atm due to other things i am working on.I will eventually do it and release it thou.Heres a copy of m1l1 that we currently run on our server.Maybe this will give you a good starting point of a example of what may be involved in re-scripting the rest.
//m1l1
main:
local.allied = spawn info_player_allied origin " -4686 -3732 106 " angle 106
local.allied = spawn info_player_allied origin " -3816 -3516 182 " angle 91
local.allied = spawn info_player_allied origin " -3178 -3711 202 " angle 99
local.allied = spawn info_player_allied origin " -1499 -4693 114 " angle 131
local.allied = spawn info_player_allied origin " -1458 -2330 207 " angle 265
local.allied = spawn info_player_allied origin " -2127 -3050 35 " angle 178
local.allied = spawn info_player_allied origin " -3263 -483 410 " angle 178
local.allied = spawn info_player_allied origin " -5272 -509 464 " angle 358
local.axis = spawn info_player_axis origin " -5910 2495 642 " angle 221
local.axis = spawn info_player_axis origin " -6897 2382 434 " angle 296
local.axis = spawn info_player_axis origin " -6565 1483 434 " angle 0
local.axis = spawn info_player_axis origin " -6028 264 378 " angle 14
local.axis = spawn info_player_axis origin " -4797 29 375 " angle 94
local.axis = spawn info_player_axis origin " -4815 992 462 " angle 8
local.axis = spawn info_player_axis origin " -3638 796 454 " angle 221
local.axis = spawn info_player_axis origin " -3536 -272 409 " angle 177
removeclass actor //removes the bots
removeclass pathnode
removeclass splinepath
// setcvar debug 1
setcvar "g_obj_alliedtext1" "Rangers Lead the Way"
setcvar "g_obj_alliedtext2" "Algeria, North Africa"
setcvar "g_obj_alliedtext3" "TWZmodz"
setcvar "g_obj_axistext1" "Modded by <TWZ>"
setcvar "g_obj_axistext2" "www.twzfragzone."
setcvar "g_obj_axistext3" "clanservers.com"
setcvar "g_scoreboardpic" "m1l1.tga"
$ending_save_player delete
$endshutterR delete
$endshutterL delete
$door delete
$endshutterR2 delete
$endshutterL2 delete
$endshutterR3 delete
$endshutterL3 delete
$newtruckclip delete
$truckclip delete
$truckclip2 delete
$toss delete
$clippy notsolid
$2ndtruckclip delete
$hahaha delete
$temptruck2 delete
$temptruck1 delete
$deadtruck delete
level waittill prespawn
level.script = "maps/m1l1.scr"
exec global/ambient.scr m1l1
exec global/exploder.scr
exec global/shutter.scr
exec global/door_locked.scr::lock
level waittill spawn
thread stuff
end
//--------------------------------------------------------------------------------------
stuff:
//added this due to player could squat and lean into bank and kill ppl top of hill //Gold
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -5175 -3515 90 )
local.barbwire1.angles = ( 0 -10 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.vehicle = spawn script_model
local.vehicle model "vehicles/panzer_iv_d.tik"
local.vehicle.origin = ( -2760 -3288 58 )
local.vehicle.angles = ( 0 197 0 )
local.vehicle solid
local.vehicle immune bullet
local.vehicle immune fast_bullet
local.vehicle immune bash
local.vehicle immune explosion
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long.tik
local.barbwire1.origin = ( -1300 -3450 59 )
local.barbwire1.angles = ( 0 0 8 )
local.barbwire1.scale = 1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_two_post.tik
local.barbwire1.origin = ( -3232 -4450 200 )
local.barbwire1.angles = ( 0 0 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_two_post.tik
local.barbwire1.origin = ( -3232 -4056 200 )
local.barbwire1.angles = ( 0 0 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -2826 -4677 143 )
local.barbwire1.angles = ( 0 90 7 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -2320 -4677 87 )
local.barbwire1.angles = ( 0 90 4 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.barbwire1 = spawn script_model
local.barbwire1 model static/barbwire_long_two_post.tik
local.barbwire1.origin = ( -1861 -4820 88 )
local.barbwire1.angles = ( 0 60 0 )
local.barbwire1.scale = 1.1
local.barbwire1 solid
local.barbwire1 nodamage
local.crate = spawn script_model
local.crate model "static/indycrate.tik"
local.crate.origin = ( -4595 -1820 260 )
local.crate.angles = ( 0 -50 0 )
local.crate nodamage
local.crate solid
local.crate = spawn script_model
local.crate model "static/indycrate.tik"
local.crate.origin = ( -4616 -1796 307.31 )
local.crate.angles = ( 0 -50 0 )
local.crate nodamage
local.crate solid
end
//--------------------------------------------------------------------------------------------------
// End some setthreads
door_end_open:
end
barrel:
end
door_locked:
end
hint_reach:
end
standup:
end
ending_kill:
end
ending_door:
end
blowthedoor:
end
dooropen:
end
triggerend:
end
hint_use:
end
intro_exploder:
end
endthelevel:
end
captain_talk:
end
actually this post is better suited for scripting section than mapping prolly
Thanks guys, I will try the shortcut thing. I was just trying to check out some new maps, found most on mapraider. They said they where mutliplayer, but maybe I got a couple single player maps by accident.
One thing I did notice. Sh maps seem to be named "mapname_dm" and AA maps have the dm in front "dm_mapname".
Sorry if I posted in the wrong place. I was half expecting an answer dealing with re-compileing or something.
One thing I did notice. Sh maps seem to be named "mapname_dm" and AA maps have the dm in front "dm_mapname".
Sorry if I posted in the wrong place. I was half expecting an answer dealing with re-compileing or something.
Computers hate me!!!!!
-
Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:

