Build=A=Base got a revisit today. I added all the fixes from admin pro state files.
Build a base is a mod to allow building of bases. Using an object lift accessed by the USE key. No need for triggers. You can place, select, delete , throw, chuck, bash objects and even chuck objects into players. Build mode clock will countdown while you create. Then you weapons become active and you can fight for the title. Smash each others bases and creations or fend them off with your tactically placed objects. Mg's, teleports, lifts and even decoys. MG's are fixed , no glitching like base builder! no sharking, no map crashing with simple skin bugs. No endless triggers and as many items in as many different scales as admin can imagine.
I also added 2 new cvars.
use_select_beams, If set 1. Then when you select objects, func beams will surround them.
This is a little slow as func beams don't update v.well. hence off by default.
only_admins_delete, If set to 1. Then only admins with server rcon can delete objects.
I also changed the selecting objects to something simple to try and make it more accurate.
75-build=a=base.rar A video to showcase some of the features.
http://www.youtube.com/watch?v=zmQ0qN_gPfk
Well if there are any people that want to run this great mod on their servers, here are fixed SCRs for Mohdm1-7, put it the main folder along with the BB mod. Without it BB wont run
6629-zzzzfixeddmscr.rar
Excellent job Elg and great vid-tut, if someone cant use this they shouldnt be allowed on a pc!
Good thinking "J"
Life made easy - what more could one ask for
thx Elg, gonna try this one. Still wondering is it diff to add a cvar which controls the time between placing object? Because some ppl go beserk and all items are finished within a minute...
good idea, Last night i started looking at the code and trying to make the threading more easy for people to add to. So will be another version, probably comment it out a bit too.
Might make lil vid tutorials on how to make object threads and also make it into a scripting tutorial.
Okei, ive added the wait delay code.
here is what to do if you want it now and right now:
cvars.scr
add the following:
level.bb["cvars"]["place_delay"] = 3 // Time delay in seconds between placing objects
objects.scr
edit the following
if(local.end == 2) //&& local.model.obj[5] == "lift")
{
local.model waitthread wait_for_stop
local.angles = local.model.angles
local.origin = local.model.origin
local.model remove
local.model = waitthread setup_model self local.id
local.model.angles = local.angles
local.model.origin = local.origin
}
local.model solid
local.model light 0 0 0 0
if(local.end > 0)
{
local.place_delay = int(waitthread bb/cvars.scr::get_cvar "place_delay")
self.next_place_time = ( level.time + local.place_delay )
also edit the draw_mdl: thread to this
draw_mdl:
if(self.next_place_time == NIL)
{
self.next_place_time = 0
}
if(level.time > self.next_place_time)
{
if(self.bb_current_mdl_id == NIL)
{
self.bb_current_mdl_id = 1
}
if(self.bb_drop == NIL)
{
self.bb_drop = 0
}
local.model = waitthread setup_model self self.bb_current_mdl_id
thread draw_mdl_loop local.model
}
else
{
self stufftext "subtitle2 wait.."
}
end
Elgan youre the man!! :yes
Yo Elgan,
I tried your modified files with the time delay. Problem now is the teleports and lift arent working anymore.... :-(
what do u mean? they should sitll work, just with a delay. no?
in BB2 they are nto effected. as in the teelport script u can just set the time in the past.
no they dont work at all. They spawn and you can put it in the map. But BB isnt asking for the end position of the lift or teleport. They spawn solid.
http://mods-r-us.net/datas/users/4447-zzzzzzz_build=a=base-elgan%20edit.rar <-- this one is with the time cvar which you gave me.
The other BB without the time cvar works ok.