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Medal of Honor Series Forum => MOHAA Series: General => Topic started by: Drewski on August 14, 2005, 08:49:56 PM

Title: V2 for TDM needed
Post by: Drewski on August 14, 2005, 08:49:56 PM
Hi Guys,

   Please can anyone help me, i'm looking for V2 Rocket obj map.......converted to TDM, cant find it anywhere on any website

   If someone could post the .scr file on here for me, i can stick it in my ftp, Cobra done this for me last time for The Hunt and Omaha which was GREAT

   

   Thanx again for ur time guys, i appreciate this

   

   ALSO.......

   

   I would like a sound mod(server side)  The one where it says 'My guts have been torn out' etc etc when u die

   

   AGAIN Any info would be appreciated guys

   

   Visit the website http://www.mohaafubar.co.uk

   MSN

   

   Drewski - Admin for ^[FUBAR]^ UK Clan
Title: V2 for TDM needed
Post by: Elgan {sfx} on August 14, 2005, 09:40:20 PM
with a little work you could porobably do this yourself.

   

   i didnt test it but here is the script

   

   

   // V2 FACILITY
   // ARCHITECTURE: POWZER
   // SCRIPTING: POWZER
   
   main:
   
   setcvar "g_gametype" "2"
   
   setcvar "g_obj_alliedtext1" " V2 TDM "
   setcvar "g_obj_alliedtext2" ""
   setcvar "g_obj_alliedtext3" " "
   setcvar "g_obj_axistext1" " "
   setcvar "g_obj_axistext2" " "
   setcvar "g_obj_axistext3" ""
   
   setcvar "g_scoreboardpic" "objdm2"
   
      level waittill prespawn
   
      //*** Precache Dm Stuff
      exec global/DMprecache.scr
   
      //***Flyby Planes
      exec global/bomber.scr
      //thread flyby
   
      //***Ambient sounds
      level.script = maps/obj/obj_team2.scr
      exec global/ambient.scr obj_team2
   
      exec global/door_locked.scr::lock
      thread global/exploder.scr::main
      //thread global/barrel.scr::explosive_barrel
   
      level waittill spawn
   //
   //   level.defusing_team = "axis"
   //   level.planting_team = "allies"
   //   level.targets_to_destroy = 2
   //   level.bomb_damage = 200
   //   level.bomb_explosion_radius = 2048
   //
   //   // set the parameters for round based match
   //   level.dmrespawning = 0 // 1 or 0
   //   level.dmroundlimit = 5 // round time limit in minutes
   //   level.clockside = axis // set to axis, allies, kills, or draw
   
      level waittill roundstart
   
      thread flyby
   
         $v2_explode thread global/obj_dm.scr::bomb_thinker
         $ctrlroom_explode thread global/obj_dm.scr::bomb_thinker
   
         $v2_explode thread axis_win_timer
   
   //      thread objectives_setup
   end
   
   
   
   
   //*** --------------------------------------------
   //*** "Axis Victory"
   //*** --------------------------------------------
   
   axis_win_timer:
   
      level waittill axiswin
   
   end
   
   flyby:
   
      //***random flyby of plane
      wait 1.0
      thread global/bomber.scr::bomb 4
      thread global/bomber.scr::bomb 5
      thread global/bomber.scr::bomb 6
      thread global/bomber.scr::bomb 7
      wait (randomint(180) + 60)
   
   goto flyby
   
   //Display objectives
   //objectives_setup:
   //
   //   waitthread global/objectives.scr::blank_objectives
   //   waitthread global/objectives.scr::add_objectives 1 2 "Destroy the V2 rocket and the Launch Control Room" //$v2_bomb.origin
   //   wait 2
   //   waitthread global/objectives.scr::current_objectives 1
   
   //end
   
   
   
   
   
   
   
Title: V2 for TDM needed
Post by: JoeyC on August 14, 2005, 09:47:22 PM
Here is the link for the pain sounds.

   

   http://www.fpsadmin.com/download/index.php?dlid=52
Title: V2 for TDM needed
Post by: Guest on August 15, 2005, 03:16:36 AM
If you use a get gametype command at the start of the scr you can use a switch command on the gametype to run the game in all 4 gameypes but you will need ffa spawn points defining. That way you can still preserve the original obj gametype as well :P

   

   You will probably need something like $bomb delete to get rid of the red flashing bombs. To get the actual targetname of the bombs you will need to look in the bsp. Convert it to .map using bsp2map or similar tool then open in notepad and do a search for 'bomb'

   

   I made my own version of the 'roc-in-pain' sound mod just by wading through and playing the wav files in pak 4 .  sounddialogueetc etc

   

   Once you have a saying you want to use you then need to edit uberdialog and just change the aliases.  You can even have guys giggling when shot.
Title: V2 for TDM needed
Post by: gfunk on August 15, 2005, 10:54:47 AM
here you go.. Little ghetto way of doing it but, works. http://borntokill.low-ping.com/user/30102/files/OBJTOTDM.zip
Title: V2 for TDM needed
Post by: Drewski on August 17, 2005, 01:28:03 PM
THNX Elgan......That .scr file worked....spot on bro

   

   One quetion tho?????

   Wot can i add to it to make respawning automatic, instead of selecting a weapon to respawn???

   

   THNX Rifleman 69......for the sound mod..it works fine and is cool m8

   

   AND THNX SSUK and gfunk for ur info....very helpful, thnx again guys

   

   WE ARE TRYING TO SPICE MOHAA UP A BIT FOR THE PUBLIC....SO ANY MODS U CAN THINK OF THAT MIGHT HELP.....PLEASE POST HERE..CHEERS

   DREWSKI

   Admin ^[FUBAR]^ UK Clan.......195.62.10.39:12299

   www.mohaafubar.co.uk
Title: V2 for TDM needed
Post by: Elgan {sfx} on August 17, 2005, 01:36:25 PM

   One quetion tho?????

   Wot can i add to it to make respawning automatic, instead of selecting a weapon to respawn???

   

   

   

   cant im afraid. Player has to choose a weapon first
Title: V2 for TDM needed
Post by: Vince on August 17, 2005, 04:06:08 PM
why not just turn

   

   level.dmrespawning = 1

   

   all it wont do is show how many time you die,

   

   you can set g_gametypestring "Team-Match"

   

   and it will show up in the tdm category of all seeing eye still, and people will know its tdm