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-   -   Possible to use OBJ maps for TDM gameplay? (alliedassault.us/showthread.php?t=6603)

maggot.se 08-11-2002 04:02 AM

Possible to use OBJ maps for TDM gameplay?
 
I wonder if there's a way to convert OBJ maps for use on a TDM server? Somewhere I read that one could change something in the OBJ maps .cfg file in order to use it as a TDM map, can someone confirm this?

Thanks in advance.

kdja 08-11-2002 05:07 AM

You could change the SCR files but it may cause infinite loop errors.

kdja

maggot.se 08-11-2002 08:23 AM

Thanks for your answer kdja. Ok, so it's in those .scr files one do that. I compared the .scr's of Omaha map with the other OBJ maps, and it seems to me that one just have to enable the respawn in them, can't say for sure though. Though one still must use CK's Mixed Game Types mod I guess ..

Data 08-11-2002 09:36 AM

I downloaded a map that was the rocket obj map but it was TDM instead.

maggot.se 08-11-2002 10:02 AM

Thanks for the info, though I would like to make it server-side (if possible).

kdja 08-11-2002 11:42 AM

hey save this a objteam3 scr
and place it in the original file structure and pak3 it.

I disabled the 2 flak bombs so they will laod but be useless then just kill everyone to win.

kdja

MAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL

main:

level waittill prespawn

exec global/DMprecache.scr

thread global/minefield.scr::minefield_setup

$spawn_allied2 disablespawn
$spawn_allied3 disablespawn

$spawn_axis3 disablespawn
$spawn_axis4 disablespawn

$bangalore_nopulse_left hide
$bangalore_nopulse_center hide
$bangalore_nopulse_right hide

$world northyaw 270

$world farplane 7500
$world farplane_color (0.675 0.663 0.651)

level.script = maps/obj/obj_team5.scr
exec global/ambient.scr obj_team5

setcvar "g_obj_alliedtext1" "- Breach the shingle"
setcvar "g_obj_alliedtext2" "- Destroy two 15cm"
setcvar "g_obj_alliedtext3" "cannons"
setcvar "g_obj_axistext1" "- Prevent Allies from"
setcvar "g_obj_axistext2" "taking the beach"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "objdm5"

level waittill spawn

level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 10 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw

level waittill roundstart

$88mm_explosive1 thread global/obj_dm.scr::bomb_thinker
$88mm_explosive2 thread global/obj_dm.scr::bomb_thinker

$88mm_explosive1 thread axis_win_timer
thread allies_win_bomb $88mm_explosive1 $88mm_explosive2

thread bomb1_exploded $88mm_explosive1
thread bomb2_exploded $88mm_explosive2

thread random_explode_setup

thread shingle_setup

end


//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------

axis_win_timer:

level waittill axiswin

end

//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------

allies_win_bomb local.bomb1 local.bomb2:

while (local.bomb1.exploded != 0)
waitframe

while (local.bomb2.exploded != 0)
waitframe

teamwin allies
end


//*** --------------------------------------------
//*** "Bomb 1 Exploded"
//*** --------------------------------------------

bomb1_exploded local.bomb1:

while (local.bomb1.exploded != 0)

wait .1

iprintlnbold "Allies have destroyed the Western Cannon!"

$spawn_axis2 disablespawn
$spawn_axis3 enablespawn

end


//*** --------------------------------------------
//*** "Bomb 2 Exploded"
//*** --------------------------------------------

bomb2_exploded local.bomb2:

while (local.bomb2.exploded != 0)

wait .1

iprintlnbold "Allies have destroyed the Eastern Cannon!"

$spawn_axis2 disablespawn
$spawn_axis4 enablespawn

end


//*** --------------------------------------------
//*** "Shingle"
//*** --------------------------------------------

shingle_setup:

thread shingle_left_start
thread shingle_center_start
thread shingle_right_start

end

shingle_left_start:

$bangalore_trigger_left waittill trigger

local.player = parm.other

if (local.player.dmteam != axis)
{
goto shingle_left
}

end

shingle_left:

$bangalore_left playsound plantbomb1
$bangalore_left remove
$bangalore_nopulse_left show

wait 8

$bangalore_explosion_left1 anim start
$bangalore_explosion_left2 anim start
radiusdamage $bangalore_explosion_left2.origin 640 384
$bangalore_nopulse_left remove
$barbwire_clip_left remove
$barbwire_collision_left remove
$barbwire_left remove
$spawn_axis1 disablespawn

end

shingle_center_start:

$bangalore_trigger_center waittill trigger

local.player = parm.other

if (local.player.dmteam != axis)
{
goto shingle_center
}

end

shingle_center:

$bangalore_center playsound plantbomb1
$bangalore_center remove
$bangalore_nopulse_center show

wait 8

$bangalore_explosion_center1 anim start
$bangalore_explosion_center2 anim start
radiusdamage $bangalore_nopulse_center.origin 640 384
$bangalore_nopulse_center remove
$barbwire_clip_center remove
$barbwire_collision_center remove
$barbwire_center remove
$spawn_axis1 disablespawn
$spawn_allied1 disablespawn
$spawn_allied2 enablespawn

end

shingle_right_start:

$bangalore_trigger_right waittill trigger

local.player = parm.other

if (local.player.dmteam != axis)
{
goto shingle_right
}

end

shingle_right:

$bangalore_right playsound plantbomb1
$bangalore_right remove
$bangalore_nopulse_right show

wait 8

$bangalore_explosion_right1 anim start
$bangalore_explosion_right2 anim start
radiusdamage $bangalore_nopulse_right.origin 640 384
$bangalore_nopulse_right remove
$barbwire_clip_right remove
$barbwire_collision_right remove
$barbwire_right remove
$spawn_axis1 disablespawn
$spawn_axis2 enablespawn
$spawn_allied1 disablespawn
$spawn_allied3 enablespawn

end


//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------

random_explode_setup:

thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7

end

random_explode1:

wait (randomfloat 13 + 23)

$random_explode1_origin playsound arty_leadinmp

wait 1

$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384

goto random_explode1

random_explode2:

wait (randomfloat 7 + 20)

$random_explode2_origin playsound arty_leadinmp

wait 1

$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384

goto random_explode2

random_explode3:

wait (randomfloat 9 + 18)

$random_explode3_origin playsound arty_leadinmp

wait 1

$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384

goto random_explode3

random_explode4:

wait (randomfloat 12 + 18)

$random_explode4_origin playsound arty_leadinmp

wait 1

$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384

goto random_explode4

random_explode5:

wait (randomfloat 15 + 22)

$random_explode5_origin playsound arty_leadinmp

wait 1

$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384

goto random_explode5

random_explode6:

wait (randomfloat 8 + 15)

$random_explode6_origin playsound arty_leadinmp

wait 1

$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384

goto random_explode6

random_explode7:

wait (randomfloat 10 + 24)

$random_explode7_origin playsound arty_leadinmp

wait 1

$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384

goto random_explode7

end

zeus dragunas 08-11-2002 12:38 PM

saw a server side mod for it on a MOH website but can't remember what address it was sorry. try lookin

maggot.se 08-11-2002 03:32 PM

Thanks for both of your replies. I will try the .scr conversion you included first, it will cause less client hassle. Thanks :)


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