New maps needed for TDM, plz help!!

Started by Drewski, July 09, 2005, 09:22:37 PM

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Drewski

Hi yall

    I need some new maps for our tdm server ^[FUBAR]^ UK Clan server,

   We have Cobras' M5L1b ( thnx, I put a mention on our webby, www.mohaafubar.co.uk )

   And some converted SP maps from Storm at OBC ( thnx again, and we gave u a mention on our webby too! )

   

   But I'm looking for The Hunt and Omaha Beach converted to TDM Please!! + any other maps u might think would be of interest to me that dont need a client d/load

   

   Please send any relevent pk3 files to , with info to put in map rotation, thnx again guys for your help, or post any links to find 'em

   

   ^[FUBAR]^ UK Clan 195.62.10.39:12299

   Trying our best to keep MOHAA Alive!!

   Or visit www.mohaafubar.co.uk

   

   THNX

   

   ^[FUBAR]^ Drewski - Admin...... add me to ur msn,..

sorridstroker

the bt versions of those maps can be run in tdm/ffa mode :)

   

   if you need the scripts just speak up and someone can attact them.

Cobra {sfx}

Heres an old Omaha TDM...

   

   

   main:
   
            setcvar "g_obj_alliedtext1"  "Omaha Assault"
            setcvar "g_obj_alliedtext2"   "- TDM -"
            setcvar "g_obj_alliedtext3"     " "
            setcvar "g_obj_axistext1"""
            setcvar "g_obj_axistext2"       "Visit"
            setcvar "g_obj_axistext3" "www.Mods-R-us.net"
   
           setcvar "g_gametype" "2"
           setcvar "g_scoreboardpic" "objdm5"
   
           setcvar "fraglimit" "0"
           setcvar "timelimit" "15"
           level.clockside = kills
   
   
   
   
   
   
   local.clipbrush2 = spawn script_object //lid clip
   local.clipbrush2.origin = ( 348 -1212 -382 )
   local.clipbrush2.angles = (0 -45 0)
   local.clipbrush2 setsize ( -40 -70 0 ) ( 40 70 3 )
   local.clipbrush2 solid
   
   local.plank = spawn script_model //lid
   local.plank model "static/cratelid2.tik"
   local.plank.origin = ( 348 -1212 -382 )
   local.plank.angles = ( 0 -45 0 )
   local.plank scale 4.1
   local.plank nodamage
   local.plank solid
   
   
   $barbwire_clip_left remove
   $barbwire_collision_left remove
   $barbwire_left remove
   $barbwire_clip_center remove
   $barbwire_collision_center remove
   $barbwire_center remove
   $barbwire_clip_right remove
   $barbwire_collision_right remove
   $barbwire_right remove
   $88mm_explosive1 remove
   $88mm_explosive2 remove
   
   $88mm_weapon1.angle = 91
   $88mm_weapon2.angle = 110
   
   
   
   
   
   
   //********************************
      level waittill prespawn
   //*******************************
   
   
           exec global/DMprecache.scr
           $world northyaw 270
           $world farplane 7500
           $world farplane_color (0.675 0.663 0.651)
           thread lift1
           level.script = maps/obj/obj_team5.scr
           exec global/ambient.scr m3l3
   
   
   //***************************
         level waittill spawn
   //***************************
   
   thread random_explosions ( 3070 -4210 -484 ) 20,100
   thread random_explosions ( 1329 -376 266 ) 30,120
   thread random_explosions ( -865 -755 271 )  40,120
   thread random_explosions ( -1562 -3726 -522 ) 50,130
   thread random_explosions ( 507 -3720 -518 ) 60,140
   thread random_explosions ( 2089 980 376 ) 70,150
   thread random_explosions ( 363 631 289 ) 80,160
   thread random_explosions ( 404 -2025 -279 ) 90,170
   level.dmrespawning = 1
   end
   
   
   lift1:
   
   local.crate = spawn script_model "targetname" "crate"
   local.crate model "static/cratelid2.tik"
   local.crate.origin = ( -829 95 394 )
   local.crate.angles = ( 0 90 0 )
   
   local.crate = spawn script_model "targetname" "crate"
   local.crate model "static/cratelid2.tik"
   local.crate.origin = ( 1906 479 394 )
   local.crate.angles = ( 0 90 0 )
   
   while (1)
   {
   wait 5
   $crate moveUp 220
   $crate waitmove
   wait 3
   $crate moveDown 220
   $crate waitmove
   }
   end
   
   random_explosions local.location local.wait1 local.wait2:
   
      wait (randomfloat local.wait1 local.wait2)
      local.hurt = spawn script_origin
      local.hurt.origin = local.location
      local.explosion = spawn script_model
      local.explosion model models/animate/fx_mortar_dirt.tik
      local.explosion.origin = local.location
      local.hurt playsound leadinmp
      wait 1
      local.explosion anim start // has it own sound
      radiusdamage local.hurt 500 750
      wait 4
      local.explosion remove
      local.hurt remove
           wait 20
      thread random_explosions local.location local.wait1 local.wait2
   
   end
   

   

   Save as obj_team3.scr

   

   

   

   

   The Hunt TDM (another oldie) ...

   

   

   main:
   
   
      setcvar "g_obj_alliedtext1" "The Hunt - TDM"
      setcvar "g_obj_alliedtext2"   ""
      setcvar "g_obj_alliedtext3" ""
   
      setcvar "g_obj_axistext1"     ""
      setcvar "g_obj_axistext2"    ""
      setcvar "g_obj_axistext3"    ""
           setcvar "g_obj_axistext3" "Visit www.Mods-R-us.net"
   
      setcvar "g_scoreboardpic" "objdm1"
   
           setcvar "g_gametype" "2"
           setcvar "fraglimit" "0"
           setcvar "timelimit" "15"
           level.clockside = kills
   
   
   
      level waittill prespawn
   
   
   
      //*** Precache Dm Stuff
      exec global/DMprecache.scr
           level.script = maps/obj/obj_team1.scr
           exec global/ambient.scr m3l3 //obj_team1
   
   
   
      level waittill spawn
   
   
      level.dmrespawning = 1
   
   
   
   end
   

   

   Save as obj_team1.scr
Sleep? What is that?

Drewski

Hi Cobra,

   Thanx for the script layouts, but i'm a newbie at all this m8, so... what do i do with them? etc....

   What i've done before with other maps, is just add pk3's to my ftp main and changed the map rotation in my server file, simple...

   

   Anything else is over my head i'm afraid.....Plz Help

   

   Drewski- FUBAR Admin

Cobra {sfx}

Yah just add them to your mod pk3 in the obj folder (make sure you save them as scr, and add to rotation (note if its a TDM server dont put as first map)

   

   eg...

   

   mohdm1 obj_team1 mohdm2 obj_team3 etc etc

   

   Also if you try to load them from console it will nag that its a different gametype but if left alone they load in rotation by themselves as you come to them
Sleep? What is that?

Drewski

Hi Cobra

   

   Sorry, Still no joy m8. I copied and pasted that text into notepads, and saved them as .scr....no probs..... But i've placed it everywhere all over my ftp dir. but when it reaches them in rotataion, server crashes with ' ERROR..Cannot find map obj_team1.bsp ' in console

   

   Just tell me where, and in which file in my ftp panel they should be placed.

   

   Ive even made them into a pk3 and placed it in my main in my ftp....still no joy...?

   

   Please help....tearing my hair out   :( :( :(

Guest

put the directory path in the rotation sequence m8

   

   eg dm/mohdm1 dm/mohdm2 obj/obj_team3  

   

   :p

   

   SSUK {sfx}

Cobra {sfx}

Cannot find obj_team1.bsp?

   

   You do have the scripts in the obj folder within your mods pk3 yes?
Sleep? What is that?