Server side tik file mod questions

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G3mInI
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Joined: Sat Jun 29, 2002 3:49 am

Server side tik file mod questions

Post by G3mInI »

These questions apply to server side scripting mods to the original stock maps.

1) When altering an existing tik file in the game, if you keep the same name and paths as original, will the clients see the changes made?

2) I copied tik files from the game, kept the same paths but changed the name of the tik file. An example is flak88turret.tik located in models/statweapons folder. Renamed it to g3mini_flak88turret.tik. Made the adjustments inside the tik file that I desired. I then targeted this file in the map.scr file. When the map loaded nobody could see the flak88 turret. When I tested this locally it worked just fine. Why did this not work when uploaded to a dedicated server ?

Thats it for now, Im sure I'll have more if I cant find it in search.

Peace,
G3mInI
Splaetos
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Post by Splaetos »

1) yes (if i read you right) take weapons for example. A weapon mod is made by changing the tiks on existing weapons, Damage/Accuracy/Ammo whatever. These files exist cisualy on all clients, but the definitions of what they do can be changed.

note: im not sure if your referring to any visual changes... anything thats not stock, as far as visual/sound wont be seen by clients, but if the game is capable of it running 'stock' it should be fine.(See Below)



2) the clients dont have that tik in thier folders, so their game cant find what your pointing them at. That is why big coversions are never 'server' side mods, you cannot tell a clients system to see something that is not already present in thier folders. This applies to sounds, models, skins, nearly everything except DATA, has to be present clientside.


Least thats how I understand it, tho im not sure exactly what scenarios your talking about.


EDIT ---


a good expample of this:

recently my clan wanted to look into messing with custom sounds on our server running omaha. They were talking in part, about the 'forgive us sinners' mod (awesome and inventive use of sound btw, whoever came up with that) In that mod, a rather insidous and echoed voice recites... um the lords prayer? Damned if I know, Im not religious. Anyway, I told them that the sound had to be present in the stock game version. Of course it sounds nothing liek anything youd find in MOH... but that is only due to creative sound parms and staggered echo(probably) The stock version(oen of them later told me, i dont play SP) occurs at the very start of the game, on the omaha boats. Once I linked the normal sound, they were able to see that it was in game already.

Bottom line is, if you want something that not in game already, you are very limited without distributing clientside info. You can either alter things in acceptable ways via script, or add things from other palces that are already 'stock' You cant add anything NEW server side.
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G3mInI
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Post by G3mInI »

Thank you very much.... you answered and explained all that I was looking for. I now what my limitations are, and that is something (especially the fact of the client not having the renamed tik file) I did not know previously.
One thing I was trying to do was take the fx_tank_explosion.tik in the animate folder and alter its effects. In deciphering the tik I found what I really wanted to do was change the color of the higgins_mushroom.tik that is used. So I altered the color to black and changed the scale to make it smaller (was attempting to make a realistic looking flak explosion in the air). When run on the server, no explosion at all was seen ... so I just told everyone that the cannon was firing flak above the clouds... LOL.

*Edited- Just realized I still had a custom named tik file in map.scr file. Changed it and it works now. So I can change colors and scale.. cool.

Thanks again,
G3mInI
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