well i see alot of how to modify and add objects to base builder, and triggers everyware, so im making an example of a template plans thing for yet ANOTHER base builder clone,
yes, i HATE that mod adn think its stupid, so im showing this and if ppl like it and think it could be better and a replace of base builder, ill finish it off, maybe add some map detection, maybe make it into AP, update AP, fix the state files, etc. whatever,
yeah quick 2 second name, may already be taken, i dont know, but there u go.
This is not even an alpha or beta, just a quick
example, template of ideas for a possible further
development into "build a base" who's name probably
will change.
please dont run this on your server unless your like :yeah.
the state file IS NOT FIXED, it still has sharking bugs etc,
i quickly grabbed a new one,
If no one likes this and thinks its just as crap as base builder, i wont bother
working on it more, if 1 or 2 like it, they can work on it more

(will prob happen, i mean
im too lazy and spent this day doing this when i could be doing my real work).
If i ever update AP, i may build this into AP and then if i was supporting this, not support the
standalone anymore, Given that it would be easier in AP, mroe setting, state file fixes, and
spawn detection.
Running the game
-------------------------------
in order to run the game on your map, you must exec it after level waittill spawn
eg, from stalingrad
// STALINGRAD
// ARCHITECTURE: ZIED, POWZER
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Stalingrad"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm6"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm6.scr
exec global/ambient.scr mohdm6
level waittill spawn
exec bb/main.scr //exec bb
end
Controls (plz read)
----------
while in game press USE to spawn an object,
use LEAN left and right to toggle between objects.
You can hold downa lean direction to quickly scroll through
the objects.To select an object press Primary Fire to drop it
to chuck an object press and hold Secondary fire,
the longer you hold it, the further your object will fly.
When you do not have an object in your view, by looking
at an object and pressing a Fire button on the mouse,
you select that object. The object will become eluminated in
a red glow, You can see when players select objects,
Pressing Primary Fire will select this object and pick it up.
Pressing Seconday fire on the mouse will delete this object.
So, double clicking with primary fire , will pick up the object.
While double clicking secondary fire on a selected object will delete it.
cvars,
-------
If cvars are not set, the default , set in bb/cvars.scr will be used.
build_time , Sets the time you have to build, default 60.
max_objects, Sets the maximum objects that can be spawned, default 800.
This is to stop crashing due to running out of free edicts. If this
limit is reached, then the game will start.
log_bb, This prints out to console all the current objects in script form. This script
can later be extracted and used to spawn objects into the game. default 0.
set to 1 to activate.
bb_script, If you have an object script, produced manualy or by the cvar above. Setting
this cvar to the script path will exec that script and therefore spawn all the entities into the map.
Adding objects:
--------------------
to add objects u can simply open bb/objects.scr, the makearray at the top of the script contains a list of all
the object that will be toggleable by leaning. Index 1 should be the tik, 2 should be the name.
level.bb["obejcts"] = makearray
"static/indycrate.tik" "indycrate"
"static/barbwire.tik" "barbwire"
"static/wardrobe.tik" "wardrobe"
"static/static_torpedo.tik" "torpedo"
endarray
for example to add a V2
level.bb["obejcts"] = makearray
"static/indycrate.tik" "indycrate"
"static/barbwire.tik" "barbwire"
"static/wardrobe.tik" "wardrobe"
"static/static_torpedo.tik" "torpedo"
"static/v2.tik" "v2"
endarray
note: that tik path is probably wrong.
Ready spawned objects
-------------------------------
If you wish to spawn objects yourself , Spawn objects with the targetname "bb_object".
main:
local.model = spawn script_model targetname "bb_object"
local.model.origin = ( 0 0 0 )
local.model model "tatic/indycrate.tik"
end
This model will be accessible by the players to pick up and delete.
download =
http://www.modtheater.com/forum/attachment.php?attachmentid=9971&d=1155853545
well i updating it now,
[yellow]download[/yellow] added a cvar
finish_build
f set, will finish the build, also set build time default 500, as 60 was 2 little.
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took away the scale thing and made one mouse button place instead of both drop. let me know.
i may take some screenshots or something but im too lazy
CONFLICS
--------------
both state files
added AP state files, change ur settings in
AP to force states bb_nagle_aa , found in advanced.txt
Added:
can rotate the object, message instructions
remove physics for primary fire, secondary fire hold chucks
added when u hit by a chucked object, u are knocked back.
new controls.
while holding an object, press holder and use the direction keys to rotate the object.
MAPS
--------
script has been executed from all DM maps. All dm maps are included in this pk3
i put it on the sfx mods-r-us server for testing, view here 217.146.92.72:12206
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