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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. |
You could change the SCR files but it may cause infinite loop errors.
kdja |
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 ..
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I downloaded a map that was the rocket obj map but it was TDM instead.
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Thanks for the info, though I would like to make it server-side (if possible).
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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 |
saw a server side mod for it on a MOH website but can't remember what address it was sorry. try lookin
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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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