![]() ![]() |
| FaG KillA |
09/29/03 6:53pm
Post
#1
|
![]() Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 264 Joined: July 29th 2002 Member No.: 13 |
Hey guys how is everyone doing? I thought I would drop by and say hey to some old friends and pass on some BT info for ya. It's good to see Druid back in the mix and nice to see you guys competing again.
I have been running a dedicated box again for a little bit and switched to Breakthrough the day after it came out so here's some thoughts. First CI and MAM run fine, as does my weapons mod after I added the new guns. Guns work MUCH better than Spearhead and all guns are working like the original game so this was a big improvement. Next the CPU utilization is 50 to 70 percent lower than Spearhead and is almost identical to MOHAA so you should see server prices go way down on this one, also another big plus. There are 9 maps and to be honest this is the best selection of quality maps among the 3 games. At least 6 of them are real keepers and I have yet to have anyone say this map totally sucks. Most of them are just the right size and they provide a mix of tactics and scenery. However there are 2 issues with almost all the maps to be totally fair. First these guys were great map makers but they put the spawn points in HORRIBLE places and all close together. There is horrendous spawn raping on stock servers and that is a major bad. Fortunately I have months ago, mastered the way to script changing any spawn point in a stock map (server side) so I have already changed all te spawns on 2 maps on my server and am working on changing all the spawns on several more. Once the spawns have been changed the maps play really good so this is a totally fixable problem. Second these guys went wild with the textures and although most maps look REALLY beautiful they are hard on people with older systems. I am constantly telling people to turn down their detail settings and it will make an average system sweat. The final pluses are the net code has definitely been tweaked and it runs much smoother than Spearhead, although NOT as good as the original. Also Pure is working properly so I will be changing my server to a pure one meaning the cheating is at least for now abated. On the bad side, the game is still not as smooth as the first one, the butt scoot is still there although not nearly as much and to be honest it is rare to see it when you use a weapons mod and play with realism on. all in all I see this as the best long term life for MOHAA since the incorporation of some decent cheat protection, better net code and some nice maps should mean that most MOHAA people I would expect to see switch over to BT. Anyway, just thought I would pop in and give you guys my 2 cents... hope you all are doing well.. peace... FK |
| Epacy |
09/29/03 9:29pm
Post
#2
|
![]() Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 2029 Joined: August 3rd 2002 From: O'Fallon, IL Member No.: 21 |
Good to see you back. Stop by again.
-------------------- |
| Druid |
09/29/03 10:20pm
Post
#3
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 3453 Joined: July 31st 2002 Member No.: 16 Xfire: mobdruid |
Thanks for the BT evaluation.
I would be very interested to find out how to change spawn points server side. If you could email me some info about it, please do. -------------------- Not a word was spoken to contradict or disagree with S@bot when he called me a....
bully, dictator, snide, hypocrite, arrogant, smartass and lets not forget, according to him the way I act is reprehensible. Yet, you're going to censor my signature because it's inappropriate and might hurt his little feelings??? Sorry. don't think so QUOTE Druid had my admiration and even though he has always come across as an arrogant, snide and very many times a smartass in posts and pm's S@bot aka Little Silver |
| SOKHAR_[H] |
09/29/03 10:43pm
Post
#4
|
![]() Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 420 Joined: March 15th 2003 From: above the fires of NETU (Ottawa Canada) Member No.: 257 |
me too still have not figuered that one out
-------------------- fool me once and I die fool me twice and you get my SMG shoved down your throat :P
![]() |
| All over but the Crying |
09/30/03 5:57am
Post
#5
|
|
Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 273 Joined: August 24th 2002 From: Tallahassee, Florida Member No.: 34 |
do you guys plan on giving CoD a good looking at when it comes out in a couple of weeks? I think much of the modding will be similar since it runs off of a modified version of the same engine and is made by the same people.
-------------------- ![]() |
| SOKHAR_[H] |
09/30/03 10:51am
Post
#6
|
![]() Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 420 Joined: March 15th 2003 From: above the fires of NETU (Ottawa Canada) Member No.: 257 |
maybe but I have to say I hate the croos hair thing in that game where it gets a bigger spray pattern as you move
-------------------- fool me once and I die fool me twice and you get my SMG shoved down your throat :P
![]() |
| Immigrant |
10/05/03 4:09pm
Post
#7
|
|
First Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 188 Joined: March 17th 2003 Member No.: 266 |
ditto sokhar, thats the only bad thing about it, other than that nice res, nice gameplay and i am interested how the Multiplayer llooks like....
peace -------------------- ![]() ![]() |
| All over but the Crying |
10/06/03 5:48am
Post
#8
|
|
Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 273 Joined: August 24th 2002 From: Tallahassee, Florida Member No.: 34 |
certainly that can be modded but I think you two will come to like it when you get used to it.
-------------------- ![]() |
| Immigrant |
10/07/03 2:07pm
Post
#9
|
|
First Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 188 Joined: March 17th 2003 Member No.: 266 |
i guess, but gotta play some BT first.....im cheap and had a friend make me a copy to try....i plan on buying it later thou....
peace -------------------- ![]() ![]() |
| SOKHAR_[H] |
10/07/03 8:00pm
Post
#10
|
![]() Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 420 Joined: March 15th 2003 From: above the fires of NETU (Ottawa Canada) Member No.: 257 |
well the first day I get my hands on it you can bet I will start modding it LOL nothing is ever good enough
-------------------- fool me once and I die fool me twice and you get my SMG shoved down your throat :P
![]() |
| JP |
10/07/03 9:51pm
Post
#11
|
![]() Major ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 626 Joined: March 21st 2003 From: Wisconsin Member No.: 283 |
the game looks great, I was playing on the holland map and damn the graphics are good
-------------------- ![]() |
| =C O M= Bouncer |
10/08/03 12:36am
Post
#12
|
||
![]() Corporal ![]() ![]() Group: Forum Member Posts: 45 Joined: March 3rd 2003 Member No.: 240 |
Example: This is one way local.axis = spawn info_player_axis local.axis.origin = ( 712 -2938 -56 ) local.axis.angle = 0 local.allied = spawn info_player_allied local.allied.angle = 0 local.allied.origin = ( 4008 -4656 32 ) local.axis = spawn info_player_axis local.axis.origin = ( 449 -1121 -23 ) local.axis.angle = -22 local.axis = spawn info_player_axis local.axis.origin = ( 584 -1136 -30 ) local.axis.angle = -26 local.axis = spawn info_player_axis local.axis.origin = ( 1180 -1055 19 ) local.axis.angle = -97 local.axis = spawn info_player_axis local.axis.origin = ( 739 -912 60 ) local.axis.angle = -87 local.axis = spawn info_player_axis local.axis.origin = ( 633 -1666 0 ) local.axis.angle = -35 local.axis = spawn info_player_axis local.axis.origin = ( 1256 -1871 11 ) local.axis.angle = -128 local.axis = spawn info_player_axis local.axis.origin = ( 1243 -1507 11 ) local.axis.angle = -105 local.axis = spawn info_player_axis local.axis.origin = ( 217 -1822 58 ) local.axis.angle = 0 local.axis = spawn info_player_axis local.axis.origin = ( 1012 -1059 30 ) local.axis.angle = 0 local.axis = spawn info_player_axis local.axis.origin = ( 469 -1265 72 ) local.axis.angle = 0 local.axis = spawn info_player_axis local.axis.origin = ( 913 -1381 -40 ) local.axis.angle = 0 local.allied = spawn info_player_allied local.allied.origin = ( 4120 -4608 40 ) local.allied.angle = 180 local.allied = spawn info_player_allied local.allied.origin = ( 4008 -4568 24 ) local.allied.angle = 0 local.allied = spawn info_player_allied local.allied.origin = ( 3210 -3897 -40 ) local.allied.angle = 168 local.allied = spawn info_player_allied local.allied.origin = ( 3192 -3985 -40 ) local.allied.angle = 168 local.allied = spawn info_player_allied local.allied.origin = ( 3080 -3989 -40 ) local.allied.angle = 175 local.allied = spawn info_player_allied local.allied.origin = ( 3093 -3867 -40 ) local.allied.angle = 175 local.allied = spawn info_player_allied local.allied.origin = ( 3366 -4666 40 ) local.allied.angle = 75 local.allied = spawn info_player_allied local.allied.origin = ( 4206 -3998 30 ) local.allied.angle = -155 local.allied = spawn info_player_allied local.allied.origin = ( 1898 -4530 55 ) local.allied.angle = -5 local.allied = spawn info_player_allied local.allied.origin = ( 1940 -4700 80 ) local.allied.angle = 66 local.allied = spawn info_player_allied local.allied.origin = ( 1927 -4921 50 ) local.allied.angle = 53 ============================================ Here is another way local.allied1 = spawn info_player_allied local.allied1.origin = ( -2297 -3890 -44) local.allied1.angle = 28 local.allied2 = spawn info_player_allied local.allied2.origin = ( -2787 -3651 4 ) local.allied2.angle = 127 local.allied3 = spawn info_player_allied local.allied3.origin = ( -2965 -2535 19 ) local.allied3.angle = -18 local.allied4 = spawn info_player_allied local.allied4.origin = ( -3479 -3061 1) local.allied4.angle = -44 local.allied5 = spawn info_player_allied local.allied5.origin = ( -2371 -2773 1) local.allied5.angle = -169 local.allied6 = spawn info_player_allied local.allied6.origin = ( -1490 -4287 -167) local.allied6.angle = -25 //axis spawns local.axis1 = spawn info_player_axis local.axis1.origin = (1299 -3487 126) local.axis1.angle = 122 local.axis2 = spawn info_player_axis local.axis2.origin = ( 252 -3763 -135 ) local.axis2.angle = 180 local.axis3 = spawn info_player_axis local.axis3.origin = ( 4 -2114 -85) local.axis3.angle = -151 local.axis4 = spawn info_player_axis local.axis4.origin = ( -345 -620 118) local.axis4.angle = -86 local.axis5 = spawn info_player_axis local.axis5.origin = ( -204 -1165 118) local.axis5.angle = 101 local.axis6 = spawn info_player_axis local.axis6.origin = ( 1396 -3185 118) local.axis6.angle = 151 local.axis7 = spawn info_player_axis local.axis7.origin = ( 678 -1898 118) local.axis7.angle = 110 local.axis8 = spawn info_player_axis local.axis8.origin = ( 94 -2313 100) local.axis8.angle = 0 local.axis9 = spawn info_player_axis local.axis9.origin = ( -1318 -749 86) local.axis9.angle = 176 ============================ I forget which is which but one replaces spawn points and the other adds spawn points. I think the second one is the one that adds them. This is how you set it up. Simply copy and paste the one you want into a text file and rename txt extension to a scr script extention. ex: mohdruid.scr Next create a folder under the DM folder and call it what you want. ex: spawnfix Now this is the most important part or it will not work. You MUST put exec script ABOVE: level waittil prespawn Ex: exec maps/dm/spawnfix/mohdruid.scr level waittil prespawn level waittil spawn Doesnt work in AA but should be good to go with BT. Hope that helps. -------------------- ![]() |
||
| Druid |
10/08/03 12:38am
Post
#13
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 3453 Joined: July 31st 2002 Member No.: 16 Xfire: mobdruid |
Thanks Bounce.
It's to bad this can't be done it AA, it would fix the single biggest problem on most custom maps. -------------------- Not a word was spoken to contradict or disagree with S@bot when he called me a....
bully, dictator, snide, hypocrite, arrogant, smartass and lets not forget, according to him the way I act is reprehensible. Yet, you're going to censor my signature because it's inappropriate and might hurt his little feelings??? Sorry. don't think so QUOTE Druid had my admiration and even though he has always come across as an arrogant, snide and very many times a smartass in posts and pm's S@bot aka Little Silver |
| FaG KillA |
10/08/03 10:18am
Post
#14
|
![]() Second Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 264 Joined: July 29th 2002 Member No.: 13 |
Hey guys sorry for the delayed response, I have been out of town a bunch in the last few weeks so here goes. There are 2 ways to change spawn points one involves server side scripting only, the other changes the entire map and both work in any version of MOHAA. I use the server side method for stock maps and the custom version for custom maps since people have to download those anyway. First the custom maps:
Open the maps bsp file with a hex editor which is located in the pk3 the same place that the script file is located. If you scroll through the code you will come to a section that shows clear text so it is readable which has some info about the map such as farplane, spawns, ect. This section always starts with the worldspawn command and so far has been in every map I have seen, stock included. Once you scroll through this section you will see all the spawn points listed for axis, allies, and deathmatch. The easiest way to delete these points is to replace the axis and allies text with z's or x's as shown in the example below. REMEMBER that you are editing hex code so you HAVE to use exactly the same amount of charachters, do NOT delete any charachters or spaces or the map is hosed. Here is what I mean; This is cut from a map file { "classname" "info_player_axis" "angle" "180" "origin" "112 -1928 576" } { "classname" "info_player_allied" "angle" "270" "origin" "-104 3656 1182" } and changed to this; { "classname" "info_player_zzzz" "angle" "180" "origin" "112 -1928 576" } { "classname" "info_player_zzzzzz" "angle" "270" "origin" "-104 3656 1182" } Once you do this to all the spawns save the map and replace the bsp in the pk3 with this new one. Now you only have to add the spawns in the script file and you are done. Now to cover how to delete spawns server side which as you have guessed is through the script file. First open the script file and open the bsp map file in a viewer such as wordpad. Find the worldspawn section in the map file that we just talked about in the last section and find the spawns just like before. The concept here is very simple and that is we are going to spawn an invisible crate lid in the EXACT location of the spawn point. This will negate the spawn and the program will move on the spawns you create in the script (we will cover this later). I have done this with MOHAA maps, Spearhead maps, and BT maps and they all work with no problem. I also have even switched sides and I have yet to have a game revert even once to an old spawn point so you should have no issues. Here is an example of what I mean; local.fix20 = spawn script_model local.fix20 model "static/cratelid1.tik" local.fix20.origin = ( 2016.00 1656.00 308.00 ) local.fix20.angles = ( 0 90 0 ) local.fix20 solid local.fix20 nodamage local.fix20 immune bullet local.fix20 immune fast_bullet local.fix20 immune bash local.fix20 immune mg local.fix20 immune explosion local.fix20 hide local.fix20a = spawn script_model local.fix20a model "static/cratelid1.tik" local.fix20a.origin = ( -2750.00 -1865.00 644.00 ) local.fix20a.angles = ( 0 270 0 ) local.fix20a solid local.fix20a nodamage local.fix20a immune bullet local.fix20a immune fast_bullet local.fix20a immune bash local.fix20a immune mg local.fix20a immune explosion local.fix20a hide The crate lid is invisible to players and you will walk over it easily without even noticing it is there so this whole process is seamless to players. Make sure you have an entry fro EVERY spawn in the map file that is assigned to axis and allies and you do NOT have to cancel the spawns for the deathmatch. This can take a while and on some maps you will have 30 plus entries but it is the only way to do this server side. The advantage to doing it this way is you are making all changes in the script file so people do not have to download anything and you can do this any time you want. I have a pk3 on my server with ALL the stock map scripts and I add spawn changes to the stock maps at my leasure. Now that we have deleted the old spawns one way or the other as explained above , lets make the new spawns. Whichever method above you chose to go with to delet the spawns, making new ones is the same and is again accomplished in the script file. All you have to do is follow the example below; local.player = spawn info_player_axis local.player.origin = ( 1756 2733 168 ) local.player.angle = -161 local.player = spawn info_player_allied local.player.origin = ( -2747 -806 385 ) local.player.angle = 38 You can add as many of these as you want, but I would NOT go over 24 total spawn points in that I have found some issues with the cycle of spawns if you exceed this. As in all scripting make SURE you have spaces between the numbers and the ( ) or they will not work, also the angle works so you can face the player any way you want when scripting. There is only one other VERY improtant thing you must do here for this to work. These and ONLY these spawn entries MUST be in the script BEFORE the "level waitTill prespawn" and "level waittill spawn" commands. If not they will not work. Here is a portion of my script from Brest to demonstrate; // Brest main: level.script = maps/dm/mp_brest_dm.scr level.music = mp_brest_dm // set scoreboard messages setcvar "g_obj_alliedtext1" "Brest" setcvar "g_obj_alliedtext2" "" setcvar "g_obj_alliedtext3" "Map Enhancements" setcvar "g_obj_axistext1" "by" setcvar "g_obj_axistext2" "FK" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "mp_brest_dm" // call additional stuff for playing this map round based is needed if(level.roundbased) thread roundbasedthread //*** Precache Dm Stuff exec global/DMprecache.scr exec global/ambient.scr exec global/door_locked.scr local.player = spawn info_player_axis local.player.origin = ( 1264 -308 296 ) local.player.angle = 135 local.player = spawn info_player_axis local.player.origin = ( 556 783 448 ) local.player.angle = 148 local.player = spawn info_player_axis local.player.origin = ( 1222 929 268 ) local.player.angle = -162 local.player = spawn info_player_axis local.player.origin = ( 1344 1586 232 ) local.player.angle = -121 local.player = spawn info_player_axis local.player.origin = ( 1999 1823 168 ) local.player.angle = 127 local.player = spawn info_player_axis local.player.origin = ( 1205 2724 168 ) local.player.angle = -64 local.player = spawn info_player_axis local.player.origin = ( -308 2542 224 ) local.player.angle = -16 local.player = spawn info_player_axis local.player.origin = ( -753 2380 384 ) local.player.angle = -62 local.player = spawn info_player_axis local.player.origin = ( -682 2361 576 ) local.player.angle = -53 local.player = spawn info_player_axis local.player.origin = ( -411 2343 224 ) local.player.angle = -71 local.player = spawn info_player_axis local.player.origin = ( 434 1307 252 ) local.player.angle = 130 local.player = spawn info_player_axis local.player.origin = ( 1756 2733 168 ) local.player.angle = -161 local.player = spawn info_player_allied local.player.origin = ( -2747 -806 385 ) local.player.angle = -38 local.player = spawn info_player_allied local.player.origin = ( -2657 -2061 644 ) local.player.angle = 59 local.player = spawn info_player_allied local.player.origin = ( -1555 -2194 399 ) local.player.angle = 110 local.player = spawn info_player_allied local.player.origin = ( -1404 -1884 568 ) local.player.angle = -47 local.player = spawn info_player_allied local.player.origin = ( -1067 -2102 408 ) local.player.angle = 39 local.player = spawn info_player_allied local.player.origin = ( -2342 488 380 ) local.player.angle = -38 local.player = spawn info_player_allied local.player.origin = ( -1479 -845 416 ) local.player.angle = -131 local.player = spawn info_player_allied local.player.origin = ( -2578 -2076 416 ) local.player.angle = 77 local.player = spawn info_player_allied local.player.origin = ( -521 -2010 416 ) local.player.angle = 135 local.player = spawn info_player_allied local.player.origin = ( -1340 -1074 416 ) local.player.angle = 62 local.player = spawn info_player_allied local.player.origin = ( -1555 -799 676 ) local.player.angle = -113 local.player = spawn info_player_allied local.player.origin = ( -2455 -2232 392 ) local.player.angle = 60 ////////////////////////////// level waitTill prespawn ////////////////////////////// level waittill spawn waitframe $world farplaneclipcolor "0.75 0.75 0.90" local.p_nebelwerfer1 = spawn models/statweapons/p_nebelwerfer.tik local.p_nebelwerfer1.origin = ( 1108.00 1441.00 300.00 ) local.p_nebelwerfer1.angles = ( 0 -104 0 ) local.p_nebelwerfer1 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/nebelwerfer_d.tik" local.p_nebelwerfer1_turret0 pitchcaps ( -30 60 0 ) local.p_nebelwerfer1_turret0 maxyawoffset "50" local.p_nebelwerfer1 solid local.p_nebelwerfer1 nodamage local.p_nebelwerfer1 immune bullet local.p_nebelwerfer1 immune fast_bullet local.p_nebelwerfer1 immune bash local.p_nebelwerfer1 immune mg local.p_nebelwerfer1 immune explosion local.p_nebelwerfer2 = spawn models/statweapons/p_nebelwerfer.tik local.p_nebelwerfer2.origin = ( 854.00 2349.00 300.00 ) local.p_nebelwerfer2.angles = ( 0 -152 0 ) local.p_nebelwerfer2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/nebelwerfer_d.tik" local.p_nebelwerfer2_turret0 pitchcaps ( -30 60 0 ) local.p_nebelwerfer2_turret0 maxyawoffset "50" local.p_nebelwerfer2 solid local.p_nebelwerfer2 nodamage local.p_nebelwerfer2 immune bullet local.p_nebelwerfer2 immune fast_bullet local.p_nebelwerfer2 immune bash local.p_nebelwerfer2 immune mg local.p_nebelwerfer2 immune explosion local.fix1 = spawn script_model local.fix1 model "vehicles/opeltruck_d.tik" local.fix1.origin = ( -2150.00 -1600.00 380.00 ) local.fix1.angles = ( 0 90 0 ) local.fix1 solid local.fix1 nodamage local.fix1 immune bullet local.fix1 immune fast_bullet local.fix1 immune bash local.fix1 immune mg local.fix1 immune explosion local.fix20 = spawn script_model local.fix20 model "static/cratelid1.tik" local.fix20.origin = ( 2016.00 1656.00 308.00 ) local.fix20.angles = ( 0 0 0 ) local.fix20 solid local.fix20 nodamage local.fix20 immune bullet local.fix20 immune fast_bullet local.fix20 immune bash local.fix20 immune mg local.fix20 immune explosion local.fix20 hide local.fix20a = spawn script_model local.fix20a model "static/cratelid1.tik" local.fix20a.origin = ( -2750.00 -1865.00 644.00 ) local.fix20a.angles = ( 0 0 0 ) local.fix20a solid local.fix20a nodamage local.fix20a immune bullet local.fix20a immune fast_bullet local.fix20a immune bash local.fix20a immune mg local.fix20a immune explosion local.fix20a hide local.fix20b = spawn script_model local.fix20b model "static/cratelid1.tik" local.fix20b.origin = ( -1434.00 -2117.00 409.00 ) local.fix20b.angles = ( 0 0 0 ) local.fix20b solid local.fix20b nodamage local.fix20b immune bullet local.fix20b immune fast_bullet local.fix20b immune bash local.fix20b immune mg local.fix20b immune explosion local.fix20b hide local.fix20c = spawn script_model local.fix20c model "static/cratelid1.tik" local.fix20c.origin = ( -2798.00 -1633.00 416.00 ) local.fix20c.angles = ( 0 0 0 ) local.fix20c solid local.fix20c nodamage local.fix20c immune bullet local.fix20c immune fast_bullet local.fix20c immune bash local.fix20c immune mg local.fix20c immune explosion local.fix20c hide local.fix20d = spawn script_model local.fix20d model "static/cratelid1.tik" local.fix20d.origin = ( -2830.00 -1497.00 397.00 ) local.fix20d.angles = ( 0 0 0 ) local.fix20d solid local.fix20d nodamage local.fix20d immune bullet local.fix20d immune fast_bullet local.fix20d immune bash local.fix20d immune mg local.fix20d immune explosion local.fix20d hide local.fix20e = spawn script_model local.fix20e model "static/cratelid1.tik" local.fix20e.origin = ( -2586.00 -1064.00 397.00 ) local.fix20e.angles = ( 0 0 0 ) local.fix20e solid local.fix20e nodamage local.fix20e immune bullet local.fix20e immune fast_bullet local.fix20e immune bash local.fix20e immune mg local.fix20e immune explosion local.fix20e hide local.fix20f = spawn script_model local.fix20f model "static/cratelid1.tik" local.fix20f.origin = ( -1438.00 -985.00 416.00 ) local.fix20f.angles = ( 0 0 0 ) local.fix20f solid local.fix20f nodamage local.fix20f immune bullet local.fix20f immune fast_bullet local.fix20f immune bash local.fix20f immune mg local.fix20f immune explosion local.fix20f hide local.fix20g = spawn script_model local.fix20g model "static/cratelid1.tik" local.fix20g.origin = ( 2020.00 1844.00 172.00 ) local.fix20g.angles = ( 0 0 0 ) local.fix20g solid local.fix20g nodamage local.fix20g immune bullet local.fix20g immune fast_bullet local.fix20g immune bash local.fix20g immune mg local.fix20g immune explosion local.fix20g hide local.fix20h = spawn script_model local.fix20h model "static/cratelid1.tik" local.fix20h.origin = ( 1332.00 1656.00 344.00 ) local.fix20h.angles = ( 0 0 0 ) local.fix20h solid local.fix20h nodamage local.fix20h immune bullet local.fix20h immune fast_bullet local.fix20h immune bash local.fix20h immune mg local.fix20h immune explosion local.fix20h hide local.fix20i = spawn script_model local.fix20i model "static/cratelid1.tik" local.fix20i.origin = ( 1816.00 2784.00 172.00 ) local.fix20i.angles = ( 0 0 0 ) local.fix20i solid local.fix20i nodamage local.fix20i immune bullet local.fix20i immune fast_bullet local.fix20i immune bash local.fix20i immune mg local.fix20i immune explosion local.fix20i hide local.fix20j = spawn script_model local.fix20j model "static/cratelid1.tik" local.fix20j.origin = ( 1216.00 2736.00 172.00 ) local.fix20j.angles = ( 0 0 0 ) local.fix20j solid local.fix20j nodamage local.fix20j immune bullet local.fix20j immune fast_bullet local.fix20j immune bash local.fix20j immune mg local.fix20j immune explosion local.fix20j hide local.fix20k = spawn script_model local.fix20k model "static/cratelid1.tik" local.fix20k.origin = ( 1316.00 1568.00 240.00 ) local.fix20k.angles = ( 0 0 0 ) local.fix20k solid local.fix20k nodamage local.fix20k immune bullet local.fix20k immune fast_bullet local.fix20k immune bash local.fix20k immune mg local.fix20k immune explosion local.fix20k hide local.fix20l = spawn script_model local.fix20l model "static/cratelid1.tik" local.fix20l.origin = ( 1824.00 2704.00 172.00 ) local.fix20l.angles = ( 0 0 0 ) local.fix20l solid local.fix20l nodamage local.fix20l immune bullet local.fix20l immune fast_bullet local.fix20l immune bash local.fix20l immune mg local.fix20l immune explosion local.fix20l hide local.fix20m = spawn script_model local.fix20m model "static/cratelid1.tik" local.fix20m.origin = ( 2096.00 1640.00 308.00 ) local.fix20m.angles = ( 0 0 0 ) local.fix20m solid local.fix20m nodamage local.fix20m immune bullet local.fix20m immune fast_bullet local.fix20m immune bash local.fix20m immune mg local.fix20m immune explosion local.fix20m hide local.fix20n = spawn script_model local.fix20n model "static/cratelid1.tik" local.fix20n.origin = ( 1340.00 1744.00 344.00 ) local.fix20n.angles = ( 0 0 0 ) local.fix20n solid local.fix20n nodamage local.fix20n immune bullet local.fix20n immune fast_bullet local.fix20n immune bash local.fix20n immune mg local.fix20n immune explosion local.fix20n hide local.fix20o = spawn script_model local.fix20o model "static/cratelid1.tik" local.fix20o.origin = ( 1236.00 1648.00 344.00 ) local.fix20o.angles = ( 0 0 0 ) local.fix20o solid local.fix20o nodamage local.fix20o immune bullet local.fix20o immune fast_bullet local.fix20o immune bash local.fix20o immune mg local.fix20o immune explosion local.fix20o hide local.fix20p = spawn script_model local.fix20p model "static/cratelid1.tik" local.fix20p.origin = ( 1268.00 1720.00 344.00 ) local.fix20p.angles = ( 0 0 0 ) local.fix20p solid local.fix20p nodamage local.fix20p immune bullet local.fix20p immune fast_bullet local.fix20p immune bash local.fix20p immune mg local.fix20p immune explosion local.fix20p hide local.fix20q = spawn script_model local.fix20q model "static/cratelid1.tik" local.fix20q.origin = ( -1338.00 -2117.00 409.00 ) local.fix20q.angles = ( 0 0 0 ) local.fix20q solid local.fix20q nodamage local.fix20q immune bullet local.fix20q immune fast_bullet local.fix20q immune bash local.fix20q immune mg local.fix20q immune explosion local.fix20q hide local.fix20r = spawn script_model local.fix20r model "static/cratelid1.tik" local.fix20r.origin = ( -1026.00 -2117.00 409.00 ) local.fix20r.angles = ( 0 0 0 ) local.fix20r solid local.fix20r nodamage local.fix20r immune bullet local.fix20r immune fast_bullet local.fix20r immune bash local.fix20r immune mg local.fix20r immune explosion local.fix20r hide local.fix20s = spawn script_model local.fix20s model "static/cratelid1.tik" local.fix20s.origin = ( -2798.00 -1801.00 416.00 ) local.fix20s.angles = ( 0 0 0 ) local.fix20s solid local.fix20s nodamage local.fix20s immune bullet local.fix20s immune fast_bullet local.fix20s immune bash local.fix20s immune mg local.fix20s immune explosion local.fix20s hide local.fix20t = spawn script_model local.fix20t model "static/cratelid1.tik" local.fix20t.origin = ( -2590.00 -2089.00 644.00 ) local.fix20t.angles = ( 0 0 0 ) local.fix20t solid local.fix20t nodamage local.fix20t immune bullet local.fix20t immune fast_bullet local.fix20t immune bash local.fix20t immune mg local.fix20t immune explosion local.fix20t hide local.fix20u = spawn script_model local.fix20u model "static/cratelid1.tik" local.fix20u.origin = ( -2750.00 -1953.00 644.00 ) local.fix20u.angles = ( 0 0 0 ) local.fix20u solid local.fix20u nodamage local.fix20u immune bullet local.fix20u immune fast_bullet local.fix20u immune bash local.fix20u immune mg local.fix20u immune explosion local.fix20u hide end This shows you the exact placement of the 2 different types of scripting. You can also script other thing in the map like before just make sure the spawns are in the seperate area. Hope this is clear enough and if you need further explanation just ask. I have respawned almost all the maps on my server stock or otherwise and I ALWAYS respawn any custom map right away before I even put it up for download. It dramatically changes and enhances the gameplay and has made a world of difference sine I spread the spawns out to avoid the spawn killing. This post has been edited by FaG KillA: 10/08/03 10:25am |
| Druid |
10/08/03 11:51am
Post
#15
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 3453 Joined: July 31st 2002 Member No.: 16 Xfire: mobdruid |
Great info.
thanks -------------------- Not a word was spoken to contradict or disagree with S@bot when he called me a....
bully, dictator, snide, hypocrite, arrogant, smartass and lets not forget, according to him the way I act is reprehensible. Yet, you're going to censor my signature because it's inappropriate and might hurt his little feelings??? Sorry. don't think so QUOTE Druid had my admiration and even though he has always come across as an arrogant, snide and very many times a smartass in posts and pm's S@bot aka Little Silver |
![]() ![]() |
|
Lo-Fi Version | Time is now: 05/04/26 10:53pm |