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converting single player mohaa maps to multiplayer

Posted: Mon Sep 20, 2004 2:10 pm
by Dragon013
hello

is there a tuturial out there for converting single player mohaa maps to multipler i got the bsp to .map converter and have taken the germans out the path nodes when i tried it in mbuilder said a entity had a leak so i put it in a box still said i had a leak.




niceone

Posted: Mon Sep 20, 2004 4:15 pm
by Bjarne BZR
Decompiling a map will get you a *.map file, but a really bad one.
Just compiling it again will give you a crap map ( even if you dont get compile errors ).
If you want to make an OBJ map out of a SP map, I suggest using scripting to add MP spawns, and script the AI into nothingness.

Here is a tut on adding stuff with scripting: http://dynamic6.gamespy.com/~rjukanproj ... hScripting

Here is a mod that adds and "moves" MP spawns: http://dynamic6.gamespy.com/~rjukanproj ... p?fileId=8

And as for removing AI stuff: Most of the AI should have targetnames, so you should be able to access them to delete them via the sctipt:

Code: Select all

$a_targetname remove
or

Code: Select all

$a_targetname delete
or

Code: Select all

$a_targetname hide
...

Hope that helps you a bit on the way.

aha

Posted: Mon Sep 20, 2004 4:40 pm
by Dragon013
hello

so u saying take it staight out the pak5 and edit through the script .dont bother converting it at all.
ill have to check thoose links out i recon

ninceone

Posted: Mon Sep 20, 2004 9:02 pm
by Bjarne BZR
Yep, that is exactly what I'm saying :D

Just rip it out, rename it to what you want and place it in mohaa/main/maps/obj...

cool u back

Posted: Wed Sep 22, 2004 5:40 pm
by Dragon013
man that was bad i thought u wree gone for good getting help of other forums of proving difficult.ok a few questoins what file do i open in note pad the .bsp ? and i just edit from there and it will have a direct affect on map.

niceone

Posted: Wed Sep 22, 2004 9:06 pm
by Bjarne BZR
The BSP is a binary file, you will have no luck editing that... what you want to do is create a new objective script for it. All MOH:AA scripts are in SCR files. And open them in Notepad or smething like that (Windows thinks SCR files are screensavers, so open the files from Notepad, because double-clicking them will just trow a strange error in your face).

So read up on objective scripting and scripting in general.

nice one

Posted: Thu Sep 23, 2004 7:40 am
by Dragon013
that should keep me busy for a while, does the script file have to be there when u compile ?

nice one

Dragon013

Posted: Thu Sep 23, 2004 8:24 am
by bdbodger
He is saying you don't compile you just do everything with script . Do a search for things like removeclass actor for one , that removes the ai . You will have to use script to remove a few other things too that may block you and spawn some spawnpoints . All that can be done with scripting only .

creating new objective script

Posted: Thu Sep 23, 2004 9:37 am
by Dragon013
creating new objective script

did u mean creat a new one and delete the old one?

do mena look through the script and take out all class actors?

i see u can add flak88 cannon in script so i guess u can ad multiplayer objectives .man so mutch stuff got to get my head round this scripting
:roll: :roll: :shock: :shock:

im bored at the mo my map is compiling since 11.pm last night its now 10.44am and im on 88% does make detail shorten compiling time alot .

how do u do a search?

do i actullay delete stuff out the script ordo i add to it to stop stuff ?

help

Re: creating new objective script

Posted: Thu Sep 23, 2004 11:12 am
by Bjarne BZR
Dragon013 wrote:did u mean creat a new one and delete the old one?
Create a new one.
Dragon013 wrote:does make detail shorten compiling time alot .
Yes, but nont just make stuff detail at random, do it correcly.

niceone

Posted: Thu Sep 23, 2004 1:15 pm
by Dragon013
that shorten the compile down by about 15 hours niceone.

so with the script i delete the singlw player script and make my own one
that tells the game to delete the ai and the players and add multiplayer spawn points.is this right?

can u give example of target name?


niceone

Posted: Thu Sep 23, 2004 3:50 pm
by Bjarne BZR
No, you DON'T delete the old one.

You copy the BSP file to maps/obj and create a new script file.

aha

Posted: Thu Sep 23, 2004 4:19 pm
by Dragon013
i copied every file in the main maps folder into maps/obj folder

so u only need the .bsp and the .scr files

ok i have done this so i need to find what script i need to delete the ai and the stuff is this right.


i will get there in the end bare with me

niceone

Posted: Thu Sep 23, 2004 8:36 pm
by Master-Of-Fungus-Foo-D
lol im getting frustrated just READING this lol!
ok now for my two-bit

YOU DO NOT NEED TO TAKE OUT A SCRIPT! MAKE YOUR OWN!
the script gets loaded at the same time the map does so there is no compiling involved. make your script name the same as your map's name(e.g)squirrel.map = squirrel.scr)

oh and about the ai i thing, ask sum1 else other than me.. i dont know how to script delete...

Posted: Fri Sep 24, 2004 8:42 am
by bdbodger
This is a script for one of the single player maps . I understand that you can remove different classes of entities other than just actor . In this script I got the targetname of several of the things that needed to be removed and just used them . I think this maybe mission 1 not sure I renamed it when I did this test . I didn't spawn any spawnpoints in this test but this is all I have I accidentally deleted a dir that I had saved things in .

main:
level waittill spawn
wait 1
removeclass Actor
waitframe


$hahaha connect_paths
$ending_save_player connect_paths
$ending_save_player remove
$hahaha remove
$door_right connect_paths
//$door_right remove
$door_left remove
$newtruckclip remove
$temptruck2 remove
$temptruck1 remove
$truckclip remove
$endshutterR remove
$endshutterL remove
$door remove
$doorL remove
$doorR remove
$exploderchunk remove
$explodersmashed remove
$exploder remove
$rshutter remove
$lshutter remove
$endshutterR2 remove
$endshutterL2 remove
$truckclip2 remove
$endshutterR3 remove
$endshutterL3 remove
$toss remove
$deadtruck remove
$clippy remove
$2ndtruckclip remove
$door_end_left remove
$door_end_right remove

end