Build a base example

Started by Elgan {sfx}, August 17, 2006, 11:26:59 PM

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Elgan {sfx}

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 :D (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">http://www.modtheater.com/forum/attachment.php?attachmentid=9971&d=1155853545

Elgan {sfx}

http://img343.imageshack.us/my.php?image=basehz1.jpg">http://img343.imageshack.us/img343/9846/basehz1.th.jpg" alt="" />

   

   well i updating it now,

   

   http://www.modtheater.com/forum/attachment.php?attachmentid=9977&d=1155922251">[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.

   Edit/Delete Message

   

    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

   Edit/Delete Message

Elgan {sfx}

http://www.modtheater.com/forum/attachment.php?attachmentid=9984&d=1156187039">http://www.modtheater.com/forum/attachment.php?attachmentid=9984&d=1156187039

   

   i changed a couple of things, im just updated the pk3 on 217.146.92.72:12206

   

   

   for lifts, aame as tele, must place 2, the 1st will become active.

   

   server its on dm1 and dm4 only.

   

   

   i dunno if i can be botherd to play much more, im running out of time, but hopefully the script is easy enought o understand so everyone can edit it really easy so its just how they want it.

   

   

   oh and if u use BB just try this , u can add all the msgs etc u want, map stuff, dont mind, i played bb today, got kicked !haha, anyway i feel this makes things alot easier and quicker, can build a wall in 10/20 seconds rather than 10 minutes.