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[No Poll] Scout modification 1.1 released
Posted: Sun Aug 10, 2003 10:44 pm
by Bjarne BZR
As I made the modified scripts of the original maps into scout enabled version, I noticed that some maps dont have a farplane value defined

.
As I counted on this value in the sight calculations for the scouting mod, you could not scout in maps without a farplane value set. This is the reason that I now post the release of the Version 1.1 of the scout multiplayer modifcation. It now works on ALL MP maps.
Get both the serverside scout mod and the modified original scripts
HERE, and read about the scout mod
HERE.
Posted: Tue Aug 12, 2003 11:02 am
by Bjarne BZR
There may be a performance problem with 1.1.
I only tested it "full scale" with developer set to 3, this may be the problem, but a warning just in case untill I sor this out: When a full server (+25 players) uses Scouting with developer 3 set, there may be some lag when scouting.
Looking into this in a day or 2.
Cheers
/B-man
Posted: Tue Aug 12, 2003 4:30 pm
by bdbodger
I modified your scout mod because I am useing it to direct a flakk88 when the player is in the fireing booth . I set debug on . I noticed that trace does not collide with terain . My mod worked but the gun aims at the script origin which is under the map because of the trace , it works good if I aim at a tree or something but not terain . I added a chaulk brush under the terain for now I hope that works but it is flat and I don't know if the trace will collide with it any ideas ? By the way I gave you credit in my modded scout .scr and marked the part I added .
Posted: Wed Aug 13, 2003 1:19 pm
by Bjarne BZR
Hey, creative use man!
I have not had any trougle gettng terrain to block the view... but I cant say I tested it that hard either... You are saying that the sighttrace if not blocked by LOD-terrain, right?
Posted: Wed Aug 13, 2003 2:18 pm
by bdbodger
yes that is right the debug beam hits the ground but the shell explodes farther away I think where the trace hits the bottom of the sky box or else at the farplane distance . It works good if you target a brush or a model ( I love shooting a dog in the head with a flakk shell ouch!) I don't know about meshes though . I will do some more tests to see if it will work if I clone the terain and apply chaulk to it but I don't think it will work .
Posted: Thu Aug 14, 2003 12:04 am
by Bjarne BZR
I had some time to try this with LOD for a while now, and it works as expected.... anything special with your LOD?
Posted: Thu Aug 14, 2003 8:07 am
by bdbodger
it seems that the problem is the aimtarget of the gun as you can see in this picture . Works better on models I think .

Posted: Thu Aug 14, 2003 10:45 am
by Bjarne BZR
Lasers are cool... yeah... hu hu hu...
Are you useing 'aimtarget' instead of 'trace' ?
New version out: /forum/viewtopic.php?t=4763
Posted: Thu Aug 14, 2003 10:26 pm
by bdbodger
No what I did was to extract flak88turret.tik and add the line
DMprojectile models/projectiles/tigercannonshell.tik
so that it fires a projectile in dm and renamed it dmflak88turret.tik . Then in the scout script I added this
binocular_fire:
local.fwd_vec = angles_toforward self.viewangles
local.start = self gettagposition "Bip01 Head"
local.hit_location = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * level.scout_sight_max) 0
local.ent = spawn script_origin origin local.hit_location
/////////////////////////////////// Mod added by Bdbodger
bdbodger@hotmail.com ////////////////////
if(self.artilleryofficer==1)
{
level.artillery_spot= local.ent.origin
level.artillery_marked=1
}
if(self.airstrike==1)
{
level.airstrike_spot= local.ent.origin
level.airstrike_marked=1
}
////////////////////////////////// Modification end ////////////////////////////////////////////////
if ( level.rjukanproject_scouting_debug ) {
println "[SCOUTING]: Drawing beam from " local.start " to " local.hit_location
local.beam = spawn func_beam origin local.start endpoint local.hit_location maxoffset 0
local.beam doActivate
local.beam color (1 0 0)
//************* mod added by bdbodger *****************************************
local.colorhit= spawn script_model model "fx/dummy.tik"
local.colorhit light 0.0 1.0 0.0 50
local.colorhit.origin= local.ent.origin
local.colorhit commanddelay 6 remove
//******************************************************************************
local.beam commanddelay 2 remove
}
then in my level script
fire_gun2:
while(isalive $gun2)
{
if !(level.artillery_marked==1)
{
local.gun2aim= $gun2_target[randomint($gun2_target.size)+1]
}
else
{
local.arty= spawn script_origin origin level.artillery_spot
local.gun2aim= local.arty
level.artillery_marked=0
local.artyfire_spot=1
}
$gun2 setaimtarget local.gun2aim
$gun2 waittill ontarget
$gun2 anim fire
if(local.artyfire_spot==1)
{
local.arty immediateremove
local.artyfire_spot=0
}
wait 5
}
end
Posted: Fri Aug 15, 2003 7:14 pm
by Bjarne BZR
Now I see what you are doing
This is a cool use of the binoculars!
Just to state the obvios: where is the artillery flak88? You do realize that just because the scout can see the spot is not the same as that the flak88 can see the same spot... right?
Posted: Fri Aug 15, 2003 10:44 pm
by bdbodger
yes and the flakk is was in front of the fireing platform the aim is off I think it is just on purpose for the game like a bullet spread I am not going to worry about it adds realism I guess
Posted: Fri Aug 15, 2003 10:50 pm
by Bjarne BZR
Yes, lets not call it a
bug, lets call it a
feature.
Microsoft style!
