Does anyone know where I can find a mod for Omaha beach that stops axis from getting to the beach... not sure if it blocks them, or makes them start to bleed or what. Just heard there was something out there like that.
If not, is it possible to put something like that together??
Another question. Is it possible to have bots server side on omaha?? We want to run this in our obj server rotation, No respawning, so to give allies a chance I would like to have bots advancing on the beach... Is it possible??
Thanks in advance
Ski
This will kill any Axis player going over the shingle bank onto the beach and any that it finds under the beach, ( by means of incoming artillery round ) - add after level waittill spawn and thread to [yellow]Beach_Guard[/yellow] ...
eg ...
main:
level waittill prespawn
level waittill spawn
thread Beach_Guard
level waittill roundstart
end
Beach_Guard:
spawn trigger_multipleall "targetname" "BGUARD"
$BGUARD.origin = ( 595.01 -3430.48 -351.49 )
$BGUARD setsize ( -4000 -800 -800 ) ( 4000 800 50 )
$BGUARD waittill trigger
$BGUARD setthread Killem
end
Killem:
local.player = parm.other
if (local.player.dmteam == allies)
{
end
}
if (local.player.dmteam == axis)
{
local.player playsound arty_leadin
wait 1.5
local.player thread spawn_fx models/emitters/explosion_mine.tik
local.player thread spawn_fx2 models/emitters/explosion_bridge.tik
}
end
spawn_fx local.fx:
local.temp = spawn script_model model local.fx
local.temp.origin = self.origin
local.temp scale 1.1
local.temp notsolid
local.temp anim start
radiusdamage local.temp 200 200
wait 5
local.temp remove
end
spawn_fx2 local.fx:
local.temp = spawn script_model model local.fx
local.temp.origin = self.origin
local.temp scale .3
local.temp notsolid
local.temp anim start
wait 5
local.temp remove
end
Might as well use them as background fx
You can of course change the type of death, edit away - loads of ways you can die
If the bots are for Allied Assault then they would need to be clientside ( JV`s Bots or Sumos Bots would do ) - all players would need one of the Bot Packs, there is also an Omaha Bot add-on already out - well worth looking into!!!
ok well I have no idea why but it did not work. Map would not even load.... I then downloaded an old SFX mod from mohaa files site you all did for ohama beach... Omaha Fix v0.1 I think it was named. It had the trench kill trigger, spawn protection, mg nade fix, kill triggers for people getting under map and some more stuff... any how I loaded it and it seemed to work great... was actually more then I wanted, but when the map switched the server times out... next map trys to load... but never loads and then everyone gets kicked... server needs to be restarted. Not sure what is wrong with the mod but would like to see if you all could fix it for me. Do you have any clue what I am talking about cobra??
Ski
Strange - works fine for me ( you are adding the code to your existing obj_team3.scr and not replacing it with mine as mine is just the kill trigger code? )
Hmmm that fix wasnt put together by us so no idea whats in it.
LOL sure was cobra... has your name in the readme file
I am trying to add the code above to the original obj_team3.scr yes, but when I add it the map will not load for some reason... not sure what I am doing wrong. Would it be to much trouble to send me a pk3 od obj_team3 with the code added?? email is if you do not mind... I could also send you the omaha fix I downloaded... I know its the work of the SFX team... here is the link to the file.
http://files.filefront.com/omahaficks/;3574744;;/fileinfo.html and this is part of the readme - your name is listed as a Developed By: at the top.
Readme File:
---------------------------
Omaha Ficks v0.1
---------------------------
---------------------------
Developed by:
SolidScope {fosfx}
Elgan {sfx}
Cobra {sfx}
AlienWorkShop {sfx}
---------------------------
---------------------------
Description:
This is a mod made for the loved map Omaha Beach.
Although things like the anti-camper and anti-spawn kill
mod work on other maps, the majority of this mod is meant
for Omaha only. These are some of the things the mod does:
- Stops landsharking (OMAHA ONLY) (Creates triggers that will kill people who hit "use" on ladders)
(By: Cobra, SolidScope)
- Stops Grenade Crash (ALL MAPS) (Uses a different technique to stop
the grenade crash)
(By: Elgan)
- Stops ladder crash (OMAHA ONLY) (Spawns models under ladders so player will not fall through map
when trying to crash the server on a ladder)
(By: AlienWorkShop, SolidScope)
- Stops undermapping (OMAHA ONLY) (Creates triggers that kill players under the map in key spots.
However, some people may manage to get under the map still. This may be caused by setting the
immune_time on the anti-spawn kill mod too high, so players have a chance to get under the map.
Hopefully undermapping will be fixed in the future)
(By: SolidScope)
- Stops barbwire glitch (OMAHA ONLY) (If a player is on the barbwire that causes the glitch he
will be automatically be teleported behind where the barbwire glitch is. This is a way to not
interfere with gameplay and stop glitchers.)
(By: SolidScope)
- Stops MG42 glitch (OMAHA ONLY) (If a player is crouched and is holding a grenade at any MG42
position then he will be killed)
(By: Elgan)
- Stops spawnkilling (ALL -STOCK- MAPS) (When a player spawns in any stock map, they are invincible
for a period of time set by the admin. If they shoot primary or secondary the effect of invincibility
will wear off.)
(By: -Mostly- Elgan, -and some of by- SolidScope)
---------------------------
---------------------------
Console Commands
cvar "spawnkill"
1 - on / 0 - off. Turns anti-spawn kill mod on or off.
cvar "spawnlight"
1 - on / 0 - off. If 0 (off) then player will not glow red when spawning, but will still be
immune to shots if mod is on.
cvar "immune_time"
"3.5" - Default. Controls how long the player will be immune after spawning.
cvar "trenchmod"
1 - on / 0 - off. Turns the mod that kills axis past trench on and off.
cvar "barbwire"
1 - on / 0 - off. Turns the mod that teleports people off the barbwire that causes a glitch.
---------------------------
teh mod was made by SolidScope {fosfx}, guess the other names are there for helping him on forums or msn..
Yeh i vaguely remember him making it now, he was collecting fix info from people, some of those fixes might be outdated now.
Heres the one with Beach_guard added (pk3} ...
( Includes Obj_team3.scr with Beach protection from Axis players )
http://www.cobra.funmodsforu.com/MODS/ZZZ_Omaha_Beach_Guard.pk3 Spotted this in the readme of Solidscopes ...
Copyright:
- This mod MAY NOT be used for any kind of commercial
product of any kind without written authorization from the
author.
- You MAY distribute this mod as long as you include this
file, intact, in the original archive.
- You MAY download this mod and run it on a public server
- You may use any resources from this mod (scripts, shaders
textures) as long as you give the author due credit.
---------------------------
---------------------------
Contact:
If any problems with this mod have been found,
or you have any suggestions for the mod,
please contact SolidScope at:
So im kinda [sky]
SCARED[/sky] to touch it
Anyway - his email is there
EDIT ... his pk3 also uses state files, are you using it in AA or SH / BT? I think the state files are for AA, are you using mods that have state files? - some things you need to check out
dont try this with planes
the axis team dont last long lol
Ahh yeh - shall i lower it some? Its top is just slightly above the hedgehogs
Ok ive lowered it (just re-download it again from that link above), if axis planes come in to hedgehog height they risk being blown outta the sky
lol great thx ill give it a go
i use this SCR file to stop folks flying and getting under the map under the map on remegan
i didnt make it but i have edited for other maps
outabounds:
spawn script_model "targetname" "up"
$up model "animal/cockroach.tik"
$up notsolid
$up.origin = ( 924 -59 -59 )
$up.angles = (36 60 0)
$up hide
local.trig2 = spawn trigger_multiple
local.trig2 origin ( 0 0 -215 )
local.trig2 setsize ( -7000 -7000 -1 ) ( 7000 7000 10 )
local.trig2 message "This Is What You Get For Trying To Go Out Of Bounds!"
local.trig2 setthread upandaway
local.trig2 wait 8 // How often the trig acts
local.trig2 delay 0 // How long bsefore trig acts
local.trig2 = spawn trigger_multiple
local.trig2 origin ( 6173 -2722 20 )
local.trig2 setsize ( 0 -2000 -1 ) ( 2000 2000 2000 )
local.trig2 message "This Is What You Get For Trying To Go Out Of Bounds!"
local.trig2 setthread upandaway
local.trig2 wait 8 // How often the trig acts
local.trig2 delay 0 // How long bsefore trig acts
local.trig2 = spawn trigger_multiple
local.trig2 origin ( 4325 -4425 14 )
local.trig2 setsize ( -2000 -2000 -10 ) ( 2000 0 2000 )
local.trig2 message "This Is What You Get For Trying To Go Out Of Bounds!"
local.trig2 setthread upandaway
local.trig2 wait 8 // How often the trig acts
local.trig2 delay 0 // How long bsefore trig acts
end
upandaway:
local.player = parm.other
spawn script_model "targetname" "lift"
$lift model "vehicles/stuka_fly.tik"
$lift.origin = ( 983 -2570 1201 )
$lift.angles = (36 90 0)
local.player notsolid
local.player glue $lift
local.player physics_off
$lift loopsound fly_snd
$lift moveto $up
$lift speed 800
$lift waitmove
$lift stoploopsound fly_snd
local.player solid
local.player physics_on
local.player unglue $lift
local.player stufftext "say IM A CHEATING NOOB SORRY FOR TRYING TO SPOIL YOUR FUN I TRIED GOING UNDER THE MAP BUT GOT CAUGHT"
local.player = parm.other
local.player playsound gas_explode2
local.spawn_fire = (local.player.targetname + "_fire")
spawn animate/explosion_conflagration targetname local.spawn_fire
local.spawn_fire = $(local.player.targetname + "_fire")
local.spawn_fire.origin = local.player.origin
local.spawn_fire.angles = local.player.angles
local.spawn_fire anim start
radiusdamage local.spawn_fire.origin 50 50
wait 2
local.spawn_fire remove
$lift remove
wait 1
local.player kill
end
Its to keep axis off the beach area - planes are kinda defeating that object lol, ill add a plane detection in - just to allow planes
[yellow]Re-download the above again - if planes fly into it they are immune[/yellow]
Yeh theres loads of things we can do Unionjack, ill add more to this if peeps tell me what needs added and where
thats much better its just the spawn campers
by the boats that does my head in lol
dont mind the planes u have a slight chance u can make it or shoot them down
Yeh ill adjust it as needed if you guys want more adding to it/ or post alternatives here? / or edit your own
ok ill let u know i have a few but its bed time for me work next
Im off until 2nd Jan
Hey cobra I downloaded the 1st one you put up. It works great but I do have a small request. I would like to add in text so people know why they were killed... I tried doing it, but it spams the text like 5 times when I am blown up... any way to make it just print each line of text once per kill??
Killem:
local.player = parm.other
if (local.player.dmteam == allies)
{
end
}
if (( local.player.dmteam == "axis" ) && ( isAlive local.player == 1 ))
{
local.player playsound arty_leadin
wait 1.5
local.player thread spawn_fx models/emitters/explosion_mine.tik
local.player thread spawn_fx2 models/emitters/explosion_bridge.tik
wait 3 // added this
iprintln_noloc "Axis Are Not Allowed Past Trench" // and this
local.player stufftext "say I Died When I Passed The Trench!" // and this
}
end
Thanks for your help!!
Ski
Because it is triggering all the time is the reason, this way will work ...
Beach_Guard:
spawn trigger_multipleall "targetname" "BGUARD"
$BGUARD.origin = ( 595.01 -3430.48 -400 )
$BGUARD setsize ( -4000 -800 -150 ) ( 4000 800 50 )
$BGUARD waittill trigger
//$BGUARD message
$BGUARD setthread Killem
end
Killem:
local.player = parm.other
if (local.player.dmteam == allies || local.player.flying == 1)
{
end
}
$BGUARD nottriggerable
parm.other playsound arty_leadin
wait 1.5
parm.other thread spawn_fx models/emitters/explosion_mine.tik
parm.other thread spawn_fx2 models/emitters/explosion_bridge.tik // optional secondary fx
end
spawn_fx local.fx:
local.temp = spawn script_model model local.fx
local.temp.origin = self.origin
local.temp scale 1.3
local.temp notsolid
local.temp anim start
radiusdamage local.temp 200 200
iprintln_noloc "*** The Beach Area Is Off-Limits To Axis Players ***" // your message
parm.other stufftext "say I Died When I Passed The Trench!" // and this
wait 2
$BGUARD triggerable
wait 3
local.temp remove
end
// optional secondary fx explosion bit
spawn_fx2 local.fx:
local.temp = spawn script_model model local.fx
local.temp.origin = self.origin
local.temp scale .5
local.temp notsolid
local.temp anim start
wait 5
local.temp remove
end
No worries about the help
thanks cobra... that worked great!
Ski
Your Welcome
Ahh yes, this brings me back. I learned loooong ago never to put anything texting script within a loop.