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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:
or
or
...
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
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
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