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Medal of Honor Series Forum => MOHAA Series: General => Topic started by: Aquamarin on November 04, 2008, 12:29:06 PM

Title: Question to the Server-Gods
Post by: Aquamarin on November 04, 2008, 12:29:06 PM
Hello!

   

   I know, that it´s a´n old question, but i had a new idea maybe to fix the problem...

   At my map "Padernoster5" i combined 5 maps in "one", but it´s only a part of the original idea and file.

   The system of this map is, that the szene where changed becorse of the winning-team ( maybe someone knows that )...

   In originaly i have planed 7 maps, but i have crashed a lot of borders of the radiant and mohaa. So i have to canceled a lot of things.

   The reason was, that the map have includet too mutch information in one file. So i start to think about some alternatives...

   One was, that the map rules the server what map will load as next, but that didn´d work. Cubus and I work´s on this prob weeks along, but with no result. The idea was, that 7 different maps will come loadet as the script it say´s ( a different map ). BUT the server loads only in one direction ( not back in line ).

   Now my idea is, that it maybe possible, that the server ignore the maps, they didn´d come as next in line, and finaly load the map they should come as next. This maybe should work in one direction...

   btw - i´m not a scripter ( there is Cubus my little god ;-) ) - the radiant ist my workingsplace...

   

   My hopefull questin to some scripting/server-gods inside this forum:

   is there any way to realice this? Maybe with a new server-script?

   I hope someone take the challenge, and therecomes sometime a result of this....

   

   At least - sry 4 my english....

   

   regards

   Aquamarin
Title: Question to the Server-Gods
Post by: Elgan {sfx} on November 04, 2008, 03:55:26 PM
im not too sure , i dont understand?

   

   u can make mohaa load whatever map u want? :S
Title: Question to the Server-Gods
Post by: Aquamarin on November 04, 2008, 05:35:47 PM
Ok - dl "Padernoster5", and try out what i mean! ;-)

   

   Download here

   

   The game stardet by map N° 3 --> Team A winns --> next map N° 4...

   BUT --> Team B winns --> next map N° 2 should be loadet!

   It means to the winning team whitch map comes next.

   I had dissolved the problem as i had all 5 Szenes in ONE mapfile, but it works soandso...

   It should be better, if i had 5 different mapfiles, and the server load automaticly the correct next map.

   BUT the server take one map after the other automaticly in one direction. And that IS the problem.

   Cubus and I take a lot of time in this problem, but without results.

   Yes - over the console i can call ANY map directly, but i have to be anytime by the server, and thats a bad thing.

   No - it should work automaticly.
Title: Question to the Server-Gods
Post by: [KC]Murdock on November 04, 2008, 05:37:08 PM
he made 7 maps in 1 map. Just on differnt levels in the bsp. If your team wins it goes to a different level in the same map. If your team loses that map you go back to the first, or if you win you go to the third map.

   Now he want to try (i think) to let a script decide to what map you go depending if you win or loose the current map your playing in.
Title: Question to the Server-Gods
Post by: Elgan {sfx} on November 04, 2008, 06:00:56 PM
so it doesnt actually change map just change spawn points or something. alright so just make it swap down a level i dont know how its scripted. Who  scripted it.
Title: Question to the Server-Gods
Post by: [KC]Murdock on November 04, 2008, 06:35:32 PM
yeah but now he want to make it to differnt bsp's and let a script decide which bsp to choose, depending on the winning or losing. And not follow the sv_maplist, thats the prob....i think
Title: Question to the Server-Gods
Post by: STORMnl on November 04, 2008, 06:41:31 PM
basicly it are 5 different maps (maps)

   not in the same map

   

   you go by stargate to next map

   oficial this padernoster is for 7 maps

   

   he wants

   

   The game stardet by map N° 3 --> Team A winns --> next map N° 4...

   BUT --> Team B winns --> next map N° 2 should be loadet!

   It means to the winning team whitch map comes next.

   I had dissolved the problem as i had all 5 Szenes in ONE mapfile, but it works soandso...

   It should be better, if i had 5 different mapfiles, and the server load automaticly the correct next map.

   BUT the server take one map after the other automaticly in one direction. And that IS the problem.

   Cubus and I take a lot of time in this problem, but without results.

   Yes - over the console i can call ANY map directly, but i have to be anytime by the server, and thats a bad thing.

   No - it should work automaticly.

   

   

   play the map our look in the scripts

   

   than you know what he means
Title: Question to the Server-Gods
Post by: twl_viper on November 04, 2008, 06:48:33 PM
you can use bsptransition - Elgan used it in countdown.

   

   
bsptransition dm/mymap2

   

   you need to change the gametype to "0" first then back to regular after.
Title: Question to the Server-Gods
Post by: twl_viper on November 04, 2008, 07:04:57 PM
Here - i made a demo map. run up to either sign. one chooses destroyed village and the other crossroads

   

   

   2328-mapswitch.zip
Title: Question to the Server-Gods
Post by: Soldier Of Ra on November 04, 2008, 07:20:42 PM
It's in 1 bsp, viper, bsptransition won't work.

   

   Auqamarin, I'll give it a try to make order in it by making more global scripts for it. I don't have time now, but I have lots of time this weekend. It'll be long, BUT I'll put in more dynamic scripts, it'll save you tons of space, believe me! Adding lots of comments to scripts is always a good tip as well as organization. I've seen the script before, but I know it's chaotic.
Title: Question to the Server-Gods
Post by: twl_viper on November 04, 2008, 07:50:35 PM
Ra - i understand that he doesn't have room for all 7 maps in one bsp right ? in that case - I believe bsp transition is the best solution. He was on the right track when trying to figure out a way to chain the 7 maps in the first place. The maps will be cleaner and much more efficient.

   

   If this is not the case let me know - I have map that has 15 seperate maps in it - they run at set rounds - each new round randomly chooses a new map, new spawns, new sky, new ambient, different lighting. It would be easy enough to use the same method with a specific next level choice.

   

   I use a similiar method in my open terrain maps and also the "Rats in a trap" mod here-

   

   http://viper.thewarlegends.com/
Title: Question to the Server-Gods
Post by: Soldier Of Ra on November 04, 2008, 09:43:56 PM
Hmm, sorry I misread
Title: Question to the Server-Gods
Post by: Aquamarin on November 04, 2008, 10:50:56 PM
I've seen the script before, but I know it's chaotic.
 RA --> thx for the roses! :D
   Its a masterepeace of Cubus and me! :love

   

   I need to SPLIT the szenes! Into 5 different bsp´s/maps/pk3´s! An the SERVER should load the next map becorse of the winning team.

   So - NOT ONLY in one line ( like server´s do it ).

   To split is for better performence of the map, and a completly warline can be build. [orange]Thats the vision![/orange]

   There can be build a completly fighting-story from the whole community! Anyone can build a szene, and we can put it on the server!

   Theres no end ( how long the server can take it... )!

   But the problem have to be fixed, but i can´t do this....

   

   Maybe a peace of the story:

   Some Airbornes are landing on a place in europa ( maybe map N° 5 ) - the Axis win --> map N° 4 should be loadet from the server.

   If the Allies win --> map N° 6 is the next.

   It ends on one side back in the sea ( map N° 1 ), or on the other side maybe in Berlin ( ap N° 9 )...

   

   OR: Soldiers in Space ( like Padernoster5 )

   

   OR:... ( check out your phantasie´s )

   

   If this problem will be fixed, the whole community can be part of a big thing! :)

   

   Once i think about the communication from the map to the server, but it didn´d works. Then we worked on the serverscript, but we have not enough experience to do this well. Maybe here is one server-god to write a phenomenal script! ;)

   

   Lets go, guys!

   

   PS:

   bsptransition didn´d works, becorse the server read one time the scripts, and then he walks the line of the maplist...

   I thing bsptransition is made for a line of SP-maps - only one direction...

   PPS:

   Another problem is, that any map should played only one time, and then changed to the next ( maybe in booth directions ).

   sv_maplist is a one-way street...
Title: Question to the Server-Gods
Post by: twl_viper on November 04, 2008, 11:19:09 PM
did you look at my demo? you can choose any direction with script via bsptransition. sort through your logic. i could make a mod that allows the player to choose any map - then from the new map select another or return.
Title: Question to the Server-Gods
Post by: Aquamarin on November 04, 2008, 11:26:13 PM
Sorry - i can´t take a look at your demo, becorse mohaa wont run on my compi!

   I buy a 8800GT-Card, and a 3700-dual-channel CPU, and 4GB-Ram, but mohaa...

   I´m lost...

   So it´s more theoretical for me ( snief ), but i can work together with Cubus on the vision.

   

   The change... work´ it automaticly, or manuell?
Title: Question to the Server-Gods
Post by: twl_viper on November 04, 2008, 11:51:11 PM
you can activate it any way you script it - either by completing an abjective, a trigger use, or a trigger all, many ways.
Title: Question to the Server-Gods
Post by: Aquamarin on November 05, 2008, 12:25:00 AM


   

   Real???

   Ok - if i put a lot of different maps on the server, and say if the allies win load map X, and when the axis win load map Y ( and say this for ALL maps ) - anytime by - maybe - reach a trigger... AND THE SERVER DO THIS REAL??? They load in booth directions some maps?
Title: Question to the Server-Gods
Post by: twl_viper on November 05, 2008, 07:46:02 AM
YES WE CAN!
Title: Question to the Server-Gods
Post by: STORMnl on November 05, 2008, 08:15:19 AM
i think you found youre [purple]GOD[/purple] aqua

   

   and now find a way to place youre MOH back on youre comp.
Title: Question to the Server-Gods
Post by: cubus on November 09, 2008, 02:18:39 PM
hi,

   

   @viper, i try your little test-map, but "unfortunately" it didnt work on my pc, like the way you designed.....

   

   

   bsptransition was allways told to us, when aqua or i ask in various forums... new is the combination with this "g_gametype-thing"......... dont know, what it means....

   

   

   equal...... which team runs in one of this triggers, allways "mohdm1 = southern france" will be loaded.... no mohdm2 or mohdm4 - which are set in mapscript by useing bsptransition

   

   may i do something wrong, which is very easy for me, because i'am not a onlinegamer and dont understand, what a server do.... maybe......... not do!

   

   one question.... when i test, this setting is present on my system:

   

   seta sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7"

   

   i guess, thats standard for moh:aa

   

   may i have to kill this line at first place, somehow? before mapswitch-script will work???

   

   ps: basicly aqua's idea was created for obj-style maps...... so teamwin "....." maybe gives a importent impulse for server???? or to you?
Title: Question to the Server-Gods
Post by: Soldier Of Ra on November 09, 2008, 04:01:46 PM
setcvar "g_gametype" is what mode the game is in. 1 = Free-for-All, 2 = RoundBased, 3 = TeamMatch, 4 = Objective Match

   Maybe you mean "g_extgametype" with
with this "g_gametype-thing"......... dont know, what it means....

   It makes you set the gametype string that will be displayed in the serverlist.
Title: Question to the Server-Gods
Post by: Aquamarin on November 10, 2008, 05:08:47 AM
Ok - one more time...

   

   I put 3 customs on a server.

   a) StLo

   b) Liliput

   c) Bombed Village

   

   We start at Liliput.

   IF the Axis winns - Bombed Village should be loadet.

   IF the Allies winns - StLo should be loadet.

   

   This will work?

   

   One step more:

   

   I put 5 customs on a server.

   

   a) StLo

   b) Liliput

   c) Bombed Village

   d) Carentan

   e) Nosfaratu's Swamp

   

   We start at Bombed Village.

   

   IF the Axis winns - Carentan should be loadet.

   IF the Allies winns - Liliput should be loadet.

   

   At Carentan the Axis winns - Nosfaratu's Swamp should be loadet.

   At Carentan the Allies winns - Bombed Village should be loadet.

   

   Ans so on...

   Every team has his own direction for sucsess.

   

   Till finaly the Axis had reach her objectives on Nosfaratu's Swamp, or the Allies her´s on StLo.

   

   This will work?

   

   Its FULL against any sv_serverlist, and thats a fact. You can jump back in line of the serverlist?
Title: Question to the Server-Gods
Post by: cubus on November 10, 2008, 06:08:16 AM
okay, i know a little about this gamytyp-stuff, but setting to "0" is not clear for me...

   

   here the script from viper:

   

   

   //ViPER{SFX}
   //Elgan{SFX}
   
   main:
   
   // set scoreboard messages
   setcvar "g_obj_alliedtext1" "to switch map"
   setcvar "g_obj_alliedtext2" "Choose"
   setcvar "g_obj_alliedtext3" "St Renan to"
   setcvar "g_obj_axistext1" "Crossroads"
   setcvar "g_obj_axistext2" "Cherbourg to"
   setcvar "g_obj_axistext3" "Destroyed Village"
   
   // call additional stuff for playing this map round based is needed
      if(level.roundbased)
         exec global/roundbased.scr //thread roundbasedthread
   
      level waitTill prespawn
   
      //*** Precache Dm Stuff
      exec global/DMprecache.scr
   
      level.script = maps/dm/mapswitch.scr
      exec global/ambient.scr mohdm1
   
      thread triggerthread1
      thread triggerthread2
   
   end
   
   
   //-----------------------------------------------------------------------------
   
   
   triggerthread1:
   
   $gotocr waittill trigger
   
   setcvar "g_obj_alliedtext1" "You"
   setcvar "g_obj_alliedtext2" "Are on"
   setcvar "g_obj_alliedtext3" "Your way"
   setcvar "g_obj_axistext1" "to"
   setcvar "g_obj_axistext2" "Crossroads"
   setcvar "g_obj_axistext3" " "
   
   iprintlnbold "Going to Crossroads"
   
   wait 1
   
   local.gametype = getcvar "g_gametype"
   setcvar "g_gametype" "0"
   bsptransition dm/mohdm4
   setcvar "g_gametype" local.gametype
   
   end
   
   
   triggerthread2:
   
   $gotodv waittill trigger
   
   iprintlnbold "Going to destroyed Village"
   
   
   setcvar "g_obj_alliedtext1" "You"
   setcvar "g_obj_alliedtext2" "Are on"
   setcvar "g_obj_alliedtext3" "Your way"
   setcvar "g_obj_axistext1" "to"
   setcvar "g_obj_axistext2" "Destroyed Village"
   setcvar "g_obj_axistext3" " "
   
   wait 1
   
   local.gametype = getcvar "g_gametype"
   setcvar "g_gametype" "0"
   bsptransition dm/mohdm2
   setcvar "g_gametype" local.gametype
   
   end
   

   

   may it works only, if two teams on server.....?
Title: Question to the Server-Gods
Post by: twl_viper on November 10, 2008, 06:52:24 AM
hmmmm..... I use a vstr - maybe it is that. I will look at it tommorow. It can be made to work with a maplist too I am sure.
Title: Question to the Server-Gods
Post by: twl_viper on November 10, 2008, 08:04:22 AM
Try this for maplist

   

   to restore sv_maplist do this at the begining of the next map

   

   

   local.temp_maplist = getcvar "temp_maplist"
   setcvar sv_maplist local.temp_maplist
   

   

   

   

   //ViPER{SFX}
   //Elgan{SFX}
   
   main:
   
   // set scoreboard messages
   setcvar "g_obj_alliedtext1" "to switch map"
   setcvar "g_obj_alliedtext2" "Choose"
   setcvar "g_obj_alliedtext3" "St Renan to"
   setcvar "g_obj_axistext1" "Crossroads"
   setcvar "g_obj_axistext2" "Cherbourg to"
   setcvar "g_obj_axistext3" "Destroyed Village"
   
   // call additional stuff for playing this map round based is needed
   if(level.roundbased)
   exec global/roundbased.scr //thread roundbasedthread
   
   level waitTill prespawn
   
   //*** Precache Dm Stuff
   exec global/DMprecache.scr
   
   level.script = maps/dm/mapswitch.scr
   exec global/ambient.scr mohdm1
   
   thread triggerthread1
   thread triggerthread2
   
   end
   
   
   //-----------------------------------------------------------------------------
   
   triggerthread1:
   
   $gotocr waittill trigger
   local.temp_maplist = getcvar "sv_maplist"
   setcvar temp_maplist local.temp_maplist
   
   setcvar sv_maplist "dm/mohdm4"
   
   setcvar "g_obj_alliedtext1" "You"
   setcvar "g_obj_alliedtext2" "Are on"
   setcvar "g_obj_alliedtext3" "Your way"
   setcvar "g_obj_axistext1" "to"
   setcvar "g_obj_axistext2" "Crossroads"
   setcvar "g_obj_axistext3" " "
   
   iprintlnbold "Going to Crossroads"
   
   wait 1
   
   local.gametype = getcvar "g_gametype"
   setcvar "g_gametype" "0"
   bsptransition nextmap
   setcvar "g_gametype" local.gametype
   end
   
   
   triggerthread2:
   
   $gotodv waittill trigger
   local.temp_maplist = getcvar "sv_maplist"
   setcvar temp_maplist local.temp_maplist
   
   setcvar sv_maplist "dm/mohdm2"
   
   setcvar "g_obj_alliedtext1" "You"
   setcvar "g_obj_alliedtext2" "Are on"
   setcvar "g_obj_alliedtext3" "Your way"
   setcvar "g_obj_axistext1" "to"
   setcvar "g_obj_axistext2" "Destroyed Village"
   setcvar "g_obj_axistext3" " "
   
   iprintlnbold "Going to destroyed Village"
   
   wait 1
   
   local.gametype = getcvar "g_gametype"
   setcvar "g_gametype" "0"
   bsptransition next
   setcvar "g_gametype" local.gametype
   end
   

   

   

   And you could combine the two methods (maplist, vstr) by checking nextmap. Something like -

   

   

   local.check = getcvar "nextmap"
   
   if(local.check == NIL || local.check == 0)
    {
    do maplist_stuff
    }
    else
    {
    do vstr_stuff
    }
   
   
Title: Question to the Server-Gods
Post by: Aquamarin on January 12, 2009, 02:57:30 PM
Hello again ( after a while.. )!

   

   It looks good, but i think that will work only on the compi, but not on the server...

   Do you test it on a server?

   The point i dont understand is, how communicate the script with the server? The server read all thinks ( mapscripts ) only one time ( by boothing ), but after any map is a new situation...

   

   Regards ( and i wish all a happy new year )

   

   Aqua
Title: Question to the Server-Gods
Post by: twl_viper on January 12, 2009, 07:09:37 PM
If you try it - it will work - if you don't - it will not.
Title: Question to the Server-Gods
Post by: Aquamarin on January 14, 2009, 10:27:53 PM
Ok - i will try it!

   

   Q: local.temp_maplist = getcvar "temp_maplist" --> temp maplist - where did i find that/build that? On the server.cfg?

   

   Thx for your gratfull help, Viper!
Title: Question to the Server-Gods
Post by: twl_viper on January 15, 2009, 12:16:30 AM
It fills it in the script from your maplist

   

   
local.temp_maplist = getcvar "sv_maplist"
Title: Question to the Server-Gods
Post by: Aquamarin on January 15, 2009, 11:53:27 PM
I will test is this days with Cubus.

   Yesterday we become a server from Beatz for our work ( BIG THX TO HIM ).

   Tell you then more about the script! :)
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 16, 2009, 03:51:41 PM
Bsptransition will not work completely this way. Any map you insert doesn't matter, it will always go to the next map. I've found a solution for this without setting the sv_maplist to your destination. Nothing gets changed, sv_maplist won't get altered.

   

   If anyone's interested, I'll post it.
Title: Question to the Server-Gods
Post by: Aquamarin on January 16, 2009, 05:39:12 PM
INTERESTED!!!!!!!!

   ME! ME! ME! :)
Title: Question to the Server-Gods
Post by: cubus on January 16, 2009, 05:46:58 PM
oh!!!!!!!!!!! i think... me too!!! :yes

   

   ah lenny! maybe it will be importent!... the server - aqua talk about - is a spearhead-server!

   

   do you think, this "solution" will run also for SH?
Title: Question to the Server-Gods
Post by: twl_viper on January 16, 2009, 06:45:13 PM
Soldier Of Ra :
   Bsptransition will not work completely this way. Any map you insert doesn't matter, it will always go to the next map. I've found a solution for this without setting the sv_maplist to your destination. Nothing gets changed, sv_maplist won't get altered.

   

   If anyone's interested, I'll post it.

   

   

   are you confusing maplist with vstr? my solution works for both
Title: Question to the Server-Gods
Post by: Aquamarin on January 17, 2009, 12:05:49 AM
IT WORKS - and the best is - IT WORKS FINE!

   Viper - my hero!

   NOW i can split my Padernoster in different maps, and it should be greater then ever! :)

   Thanks for your help! And thanks to Beatz for the server! And thanks to Cubus for his endurance! I feel like winning an Oscar! *lol*
Title: Question to the Server-Gods
Post by: twl_viper on January 17, 2009, 01:57:08 AM
well thanks - I am still interested in SORs solution however, but Im glad someone agrees with me that it works.:p
Title: Question to the Server-Gods
Post by: STORMnl on January 17, 2009, 07:39:04 AM
wil we have the 7 maps version now,

   and all maps back to the original,,,with everything in????
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 17, 2009, 10:17:47 AM
No... I do not. Vstr sucks and altering the maplist is completely unnecessary but if it works then fine. But here's how I do it.

   

   
local.orig_nextmap = getcvar "nextmap"
   setcvar "nextmap" "dm/mohdm3"
   local.gametype = getcvar "g_gametype"
   setcvar "g_gametype" "0"
   bsptransition nextmap
   // or...
   //leveltransition nextmap
   setcvar "g_gametype" local.gametype
   waitframe
   setcvar "nextmap" local.orig_nextmap

   

   I think saving&restoring the nextmap cvar is actually unnecessary because it is unused in MP. However the nextmap cvar is used by the leveltransition and bsptransition commands which is why you had to change the maplist into 1 map (= your destination), so there's only 1 "nextmap".

   Set the nextmap cvar to the map you want to go to. No messing with the maplist this way.

   

   It should work for SH.
Title: Question to the Server-Gods
Post by: cubus on January 18, 2009, 01:35:10 PM
okay..... like aqua said, the viper-solution works fine. we test it on a sh-server... useing 7 little testmaps......

   

   every jump through the declared triggers transfer us to the next map in line.... but now, we got a problem we cannot handle, because scripting like this isnt oure favorite thing...

   

   again a small overview, what we! are talking about:

   

   1.) campaign-start is in map (4)

   2.a) Main-direction for allies: map (4) - (5) - (6) - (7 = Allies final objective and fireing TEAMWIN allies)

   2.b) - allies have to finish a map by hitting allies-trigger, the enemy-trigger will be disabled and then the complete gang (allies and axis) will move to next map in line (4) to (5), (5) to (6), (6) to (7)

   3.a) Main-direction for axis: map (4) - (3) - (2) - (1 = axis final objective and fireing TEAMWIN axis)

   3.b) - axis have to finish a map by hitting axis-trigger, the enemy-trigger will be disabled and then the complete gang (allies and axis) will move to next map in line (4) to (3), (3) to (2), (2) to (1)

   4.) same procedure is repeated in the maps (3) and (2) and (5) and (6) each in accordance with the directions set for the individual teams

   5.) each map can enter multiple times, depending on the current game

   6.) in finale-map (1) for axis the situation is close like above, but the axis-targettrigger fire the TEAMWIN axis thread

   7.) in finale-map (7) for allies the situation is close like above, but the allies-targettrigger fire the TEAMWIN allies thread

   8.) if one of the winthreads is called, the campaign is finished and need a restart, which is in map (4). but execution of teamwin will restart the present map, which is (1) or (7)

   9.) map (4) knows different conditions:

   - first start = campaign start

   - enter by axis or allies during running the campaign. this event can occur multiple times

   - enter after campaign-finish by axis or allies, which means campaign-restart

   

   [orange]So, we need a way to restart the campaign after finishing map (1) or (7) without restart it manually [/orange]

   

   

   i think about seting some cvars in map (1), (7) if win-trigger is fired and map (4) will check this cavrs. but the situation is, that winteam restart the present map! dont take care about other settings or calls

   

   anyway.... we use right now only simple multipletriggers as targets, but later this can be multiple objectives... bombing stuff, TOW-targets, simple triggers which the capturing of a particular area symbolize.... nearly every know objectives

   

   

   So, someone get a idea?

   

   Note1: neither Aqua nor I are perfect in terms of scripting or get enough knowledge about things happen on a server

   Note2: sorry! we didnt try the solution from SoR right now....but i guess the situation might be similar

   

   thats the thread, we use right now for finale-trigger in map(7), map(1) finaltrigger looks similar

   

   

   triggerthread1-7:
   
   $map7_ende waittill trigger
   local.player = parm.other
   if (local.player.dmteam == "allies")
   {
   $map7_ende nottriggerable
   $map6_jumpto7 nottriggerable
   local.temp_maplist = getcvar "sv_maplist"
   setcvar temp_maplist local.temp_maplist
   setcvar sv_maplist "obj/obj_sprung4"
   setcvar "g_obj_alliedtext1" "ALLIES WON"
   setcvar "g_obj_alliedtext2" "THE CAMPAIGN!"
   setcvar "g_obj_alliedtext3" ""
   setcvar "g_obj_axistext1" ""
   setcvar "g_obj_axistext2" ""
   setcvar "g_obj_axistext3" "AXIS - TRY IT AGAIN!"
   iprintlnbold "BACK TO START"
   wait 1
   local.gametype = getcvar "g_gametype"
   setcvar "g_gametype" "0"
   bsptransition next
   setcvar "g_gametype" local.gametype
   teamwin allies
   end
   }
   
   goto triggerthread1-7
   
   end
   
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 18, 2009, 02:22:22 PM
I think I understand it. Just don't use teamwin.

   You could do something similar yourself. (I'll make something quickly)

   

   Btw, I see you mentioned triggers.

   Did you know there's a trigger_changelevel and that it works as well without changing the sv_maplist :p?
Title: Question to the Server-Gods
Post by: cubus on January 18, 2009, 02:39:09 PM
well, i know trigger_changelevel, but have no idea about changing stuff like sv_maplist... basiclly i do my stuff for sp-mapping...... only in case of "extremly emergency" i try to take care on script-problems on aqua-maps... but knowledge what happen on a server?????????????? no, not really!
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 18, 2009, 03:03:21 PM
I recommend not to change the sv_maplist as in viper's example.

   I'll make you an all purpose script that'll take care of teamwins, maprestarts, mapchanges etc with enough options and room to script.
Title: Question to the Server-Gods
Post by: cubus on January 18, 2009, 03:37:03 PM
cool!

   

   we will love you!!!!
Title: Question to the Server-Gods
Post by: Aquamarin on January 18, 2009, 06:56:42 PM
:yes :love
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 18, 2009, 07:01:07 PM
Here it is. Everything's explained on the header. I quickly tested it, works so far, should work completely.

   

   4951-mapmanager.zip

   

   Here's the header:

   
// ******************************************************************
   //       Global Map Managing Script
   //           by Sor
   // -------------------------------------------------
   //
   // OPTIONS FOR teamwins SCRIPT:
   // -----------------------------
   // level.global_win["winner"] = "allies"          // team who's won. Can be: "axis" or "allies"
   // level.global_win["win_sound"] = 1         // Play a sound?
   // level.global_win["winscreen"] = 1         // Use this script's winscreen? (it will not be used if the "win_event" is "round_restart" since that's using teamwin)
   // level.global_win["winscreen_hud"] = 0         // Keep or disable the player's HUD during the winscreen?
   // level.global_win["winscreen_freeze"] = 0      // Freeze players during the winscreen?
   // level.global_win["winevent"] = "map_restart"    // what happens after this team has won? Can be: "map_restart"; "map_change" or "round_restart"
   // level.global_win["winevent_delay"] = 10       // Seconds before the "win_event" starts
   // level.global_win["winevent_display"] =   1      // Location print what will happen (mapchange, maprestart or roundrestart) + the delay
   // level.global_win["destination"] = "dm/mohdm1"    // map to change to (if the "win_event" is "map_change")
   // level.global_win["mapchange_keepstats"] = 0      // Keep player in same team with same weapon if the map is changed?
   //
   // OPTIONS FOR mapchange SCRIPT:
   // -----------------------------
   // level.global_mapchange["keepstats"] = 0       // Keep player in same team with same weapon if the map is changed?
   // level.global_mapchange["destination"] = "dm/mohdm1" // map to change to
   // level.global_mapchange["delay"] = 10          // delay before the change
   // level.global_mapchange["display"] = 1          // Location print the seconds before the map changes + to what map
   //
   //
   // OPTIONS FOR maprestart SCRIPT:
   // -------------------------------
   // level.global_maprestart["delay"] = 10          // delay before the restart
   // level.global_maprestart["display"] = 1          // Location print the seconds before the map restarts
   //
   // GLOBAL OPTIONS:
   // ----------------
   // level.global_win_scr["localization"] = "your text"  // This is the text locationprinted if the "Display" option is on.
   //                            // Use "Zeconds" in this string, to get it replaced by the seconds remaining
   //
   // AVAILABLE SCRIPTS:
   // global/win.scr::maprestart
   // global/win.scr::mapchange
   // global/win.scr::teamwins
   //

   

   Set (all) this before you execute the script. Everything not filled in will be set to default, which is in most case off or 0.

   If there are any problems, plz tell them and I'll fix them asap. :)
Title: Question to the Server-Gods
Post by: cubus on January 18, 2009, 09:09:47 PM
haha... lenny your some kind of genius!!!!!!! :yes

   

   anyway... i have to sort out, what all this stuff means and!!!!!!!!!!!............... how i have to use it!.... :o_O

   

   

   but, please give me a leading hand! instead TEAMWIN axis, i will use "global / win.scr::teamwins ?

   also i ahve to set this options only at the beginning at map(1) and map(7)?

   

   if not, i guess i need more then a hand! :con
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 18, 2009, 09:42:44 PM
Set the options before the exec of the global/win.scr at the time you want to declare a winner and change the map(or restart the map).

   Let's say the axis have won, we declare the axis the winner by doing this:

   

   
level.global_win["winner"] = "axis"
   level.global_win["winevent"] = "map_change" //what happens when the axis win? This can be "map_change"; "map_restart" or "round_restart" (= teamwin)

   

   Change to what map? (example)

   
level.global_win["destination"] = "dm/mohdm1" 

   

   Specify whether the players spawn in the same team with the same weapon as soon as the new map is loaded? Or not (OFF by default):

   
level.global_win["mapchange_keepstats"] = 0 //no they will be spawned as spectators

   

   If you like to play a victory sound (this is OFF by default, so you don't need to set it if you don't want it), like the ones you would hear when using teamwin:

   
level.global_win["win_sound"] = 1

   

   We need to change the map, so we cannot use teamwin. Since we aren't using teamwin a the scoreboard will not pop up with "Axis have Won" or "Allies have Won" on the scoreboard picture. So we have to make things clear to the players. That's why you can activate a special "Winning Screen" this script'll take care off. So we'll activate it. Obviously if you use "round_restart" (which is basically teamwin), then all settings with "winscreen" are ignored. ("winscreen" is OFF by default, so all other settings with winscreen in it are also OFF by default)

   
level.global_win["winscreen"] = 1

   

   While doing so, you can also remove the hud during this screen display (OFF by default):

   
level.global_win["winscreen_hud"] = 1

   And while using the winscreen you can also freeze all players during its display (OFF by default):

   
level.global_win["winscreen_freeze"] = 1

   

   So the screen appears and naturally, you'll wait a few seconds before changing the map, so set this option to how long you want to wait (10 by default):
level.global_win["winevent_delay"] = 10 //seconds

   

   You can also share this information with the players. (OFF by default)

   
level.global_win["winevent_display"] = 1

   When you do this, you'll need to have a message to display, use this option to specify your message. Use the word "Zeconds" in this message to have it replaced by the current time left.

   
level.global_win_scr["localization"] = "The Campaign will restart in Zeconds seconds!"

   It will be displayed as:

   "The Campaign will restart in 10.00 seconds!"

   "The Campaign will restart in 9.50 seconds!"

   etc...

   "The Campaign will restart in 5.50 seconds!"

   etc...

   

   That's about it for the teamswin script, the others are far more simple and with a lot less options.

   Notice I put (... by default). This means that that option will be set like that if you haven't set it yourself. Most things are disabled by default so if you don't want to use something you don't have to disable it yourself.

   

   This script basically, takes over all the tasks of teamwin and opens more room (like changing the map, restarting the map), restarting and changing the map is also seperate with it's own set of options (less than the teamswin script :p) in case you want to use it!
Title: Question to the Server-Gods
Post by: cubus on January 20, 2009, 11:20:39 PM
okay lenny, we intergrate your win.scr in our little testmaps. we guess, everything work fine... so far

   

   - mapchange work

   - teamwin work, but i am not sure if our startmap (map4) get a regular roundstart after teamwin ( like we thought) or (map4) start only as normal map called as next in line..... i try level.global_win["winevent"] = "round_restart"

   .... but result wasn't a lucky one.... my game freeze.... maybe a mistake by myself...

   

   anyhow, your script is a big deal, we like it.... :love

   

   ah! one thing..... if axis finish the campaign , there is no victorysound
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 21, 2009, 01:24:57 PM
lol, I already see why... go into the win.scr and find the "victory:" thread. You'll notice there are 2 if's checking the winner for "allies" and...."allies" lol. Make sure the second if checks for "axis". My mistake :blush

   

   You probably used the winevent "map_restart" which clears everything, like you would use "restart" in the console while you're testing things. It loads the current map again and "round_restart" uses teamwin and just refreshes the round of the current map.

   

   I only tested map_restart and map_change, I don't know why your game freezed during round_restart, I didn't test that because I assumed it would work. I'll give it a try now...

   EDIT: All 3 work perfectly, I don't have a clue why your game freezed. You test this for SH right? I for AA, so it could be an SH issue or an option you set incorrectly
Title: Question to the Server-Gods
Post by: cubus on January 21, 2009, 07:14:01 PM
Soldier Of Ra :
   You test this for SH right? I for AA, so it could be an SH issue or an option you set incorrectly

   

   

   lol... yeah! i guess, the last one may be right.... :D

   

   about the rest..... mapchange, maprestart and roundrestart... hm... may i have to look more deeper into your script!.....

   

   anyway... the axis-voiceproblem... lol.. yeah i saw it now... will fix it and i think, this will run successful  

   

   

   i will report all further progress
Title: Question to the Server-Gods
Post by: [KC]Murdock on January 26, 2009, 05:30:46 PM
Real cool idea to have different maps linked together. You could have 1 night tournament :) Hope it all works out well...:yes
Title: Question to the Server-Gods
Post by: STORMnl on January 26, 2009, 07:21:34 PM
he chris

   

   did you tried olready Padernoster from Aqua

   

   thats a very nice map (5)

   

   5 maps,,you start in the middle 3

   allied win you go to 4

   axis win you go to 2

   but wen you are in 4 and axis win you go to 3

   axis win again you go to 2 axis win again you go to 1

   there is a obj you need to blow up,,

   than axis win the complete party

   but wen allid win in 1 you go to 2 and on and on and on

   

   it's a very good map projeckt for a evening tourny

   

   i played it very much times

   

   and i stil like it
Title: Question to the Server-Gods
Post by: cubus on January 26, 2009, 08:08:22 PM
hi stormie......

   

   as far as i know, aqua restart his padernoster-project..... try to manage his maps as standalone-editions, combined by SoR-script......

   

   some maps are allready (maybe nearly finished), some need a little workover, remember ..... padernoster5 was a compromise about playability, vis, entitycount and possibility of compiling. so some issues had to be canceled.

   

   anyway.... he like to finish his first idea of a campaign...

   

   so this script gives us a lot of space to handle allmost every problem, we got in past time...

   

   ah... stormie! I forgot about it.... we need you! as betatester.... we get a sponcered SH-server....

   would be nice, you can spend some time...
Title: Question to the Server-Gods
Post by: STORMnl on January 26, 2009, 08:56:25 PM
ok i wil,,but tomorrow i have a evening shift,,wil be mitwoch  (wednesday)
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 26, 2009, 09:59:31 PM
Ah, can't wait :) we could organize a little SFX tournament! :D

   Will the new version be for AA as well?
Title: Question to the Server-Gods
Post by: *Herr_Kruger on January 27, 2009, 07:29:06 AM
we had one unnoficial in december.

   

   Anyway, if anyone has a cool idea for a SP campaign ... Im in .. we have enough mappers , modellers and scripters than any other site; what we lack is compromise. As I said, any cool idea for SP im In. If you want to keep the wwII theme, we can even add it to a TA . It doesnt have to be a 14 map SP campaign .. The only needed is a good idea, compromise from a few working members and basic organization.

   

   

   EDIT - Here is the active list of modders atm that could work on a project. Not all people is here i know, but its just to have an idea.

   

   211476  {SFX} Team Member   United States 05-07-08  - MODELLER

   Card  {SFX} Team Member   United States 09-05-04  -- TOILETTER

   CTpenok  {SFX} Team Member   Netherlands 10-11-04 -- MODELLER + MAPPER

   cubus  {SFX} Team Member   Germany 16-07-04 -- MODELLER + MAPPER

   STORM  -- MODELLER

   

   Elgan  {SFX} Team Member   Europe 14-06-06 -- SCRIPTER

   Gold  {SFX} Team Member   United States 25-12-05 -- SCRIPTER

   JoeyC  {SFX} Team Member   United States 19-03-05 -- SCRIPTER

   m0d hipp¥  {SFX} Team Member   --- 12-10-04  -- SCRIPTER

   proximo  {SFX} Team Member   Belgium 25-10-05 -- SCRIPTER

   Soldier Of Ra  {SFX} Team Member   Belgium 09-01-06 -- SCRIPTER

   

   Runt  {SFX} Team Member   Netherlands 28-06-04 -- MAPPER

   JUDGE  -- MAPPER

   bdbodger  -- MAPPER + MODELLER + SKINNER

   PKM -- MAPPER

   

   Salombo  {SFX} Team Member   United States 11-04-06 -- SKINNER

   twl_viper  {SFX} Team Member -- MAPPER + SKINNER

   chrisredfield  {SFX} Team Member   United States 13-10-08 -- SKINNER + SCRIPTER
Title: Question to the Server-Gods
Post by: Soldier Of Ra on January 27, 2009, 04:44:53 PM
SP? Hmm, I've been requested to do an SP map just recently. I find scripting SP boring, unless we can add a creative and unique touch to it? I'm actually more for an MP campaign like Aquamarin and cubus are working on. Or at least a server-rotation with different (themed) mods per map. Not the usual freezetag, tdm and obj...etc, no, creativeness, originality and fun must be central.

   

   But if it comes to SP, I would really like to do an Airplane battle, like in a bomber, or fighter or something like that.

   

   
*Herr_Kruger :
   Card  {SFX} Team Member   United States 09-05-04  -- TOILETTER

   lol, toiletter?

   

   
*Herr_Kruger :
   bdbodger  -- MAPPER + MODELLER + SKINNER

   BdBodger is also a very good scripter :)
Title: Question to the Server-Gods
Post by: *Herr_Kruger on January 27, 2009, 05:07:23 PM
airplane battle ? hmm, jv_map already done that in MP :S

   

   dunno SP campaign is one of the things I already wanted to do. Mohers would def play that. Anyway, i dont think anyone is willing to work on a "big" project nowadays.
Title: Question to the Server-Gods
Post by: STORMnl on January 27, 2009, 10:00:09 PM
and we stil have that [pink]BOB[/pink] thingy (also not ready yet)

   

   but how about a market garden campane,,from belgium til arnhem
Title: Question to the Server-Gods
Post by: *Herr_Kruger on January 27, 2009, 10:37:51 PM
STORMnl :
   and we stil have that [pink]BOB[/pink] thingy (also not ready yet)

   

   but how about a market garden campane,,from belgium til arnhem

   

   

   LOL you really like the BOB idea stormy ? market garden sounds good. Was one original map for TA.
Title: Question to the Server-Gods
Post by: cubus on January 31, 2009, 11:55:58 AM
Soldier Of Ra :
   Will the new version be for AA as well?

   

   

   i am not really sure, but aqua loves AA.... present work for SH belongs to mailfunction of AA on his side...

   

   but i belive, there is a AA-version still on todo-list!
Title: Question to the Server-Gods
Post by: Aquamarin on February 22, 2009, 12:17:36 PM
Short Info:

   

   Map N°6 nearly redy. Map N° 7 ( end of the campaign ) still incoming. The existing 5 Maps allredy reworked - those 5 are in testing-status.

   If all sevén allredy work´s, the AA-version on my to-do-list! ^^
Title: Question to the Server-Gods
Post by: STORMnl on February 22, 2009, 12:43:55 PM
hi Michael,,olready a test version there??