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sbsmac

ANNOUNCE: PVP script pack released

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*Sigh* It turns out that rockets are not listed by any of the following commands....

weapons, items, magazines

Nor can you get the number of rockets with

player ammo "stinger"

I will try to find a fix....

BTW - using CTF_preserveLoadoutOnDeath=true will workaround this although it means that the loadout may not be quite as you would have chosen it from the ammo box. This is because it looks up the ammo type from an internal lookup table rather than trying to look at what the player is holding.

Edited by sbsmac

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I have tried both PreserveLoadOutOnDeath and PreserveLoadout, even went as far as putting them both to true.. No dice, hehe :) Oh well, you did an awesome job making this script pack and it's not something anyone can't live with but it would be nice if you found a fix :)

I'm a very patient man, so take your time xD

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Thanks for the kind words :) Forget what I wrote last night though - I was tired and confused! I can't reproduce this issue with the following steps...

1) Set CTF_preserveLoadout=true;

2) Create a 'rockets' marker inside the wSpawn marker

3) Start the mission (dedicated server) and have the player take both a Stinger launcher and stinger rocket from the ammo crate that was spawned at the 'rockets' launcher.

4) Move outside the wSpawn area (this triggers the storage of the loadout).

5) Kill myself by shooting the stinger at the ground

On respawn, I have a stinger launcher and rocket as expected.

Can you describe your repro steps in more detail?

*Edit* I have managed to reproduce this but only under these circumstances...

CTF_preserveLoadoutOnDeath=true; (Must be true to provoke bug)

Player must die when the rocket-launcher is not the selected weapon.

If you seeing this under other circumstances please let me know, otherwise I will fix the condition I am seeing.

Edited by sbsmac

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1) Set CTF_preserveLoadout=true;

2) Create a 'AllWeapons' marker inside the wSpawn marker

3) Start the mission (dedicated server) and have the player take both a SMAW launcher and SMAW rocket from the ammo crate that was spawned at the 'rockets' launcher.

4) Move outside the wSpawn area (this triggers the storage of the loadout).

5) Shoot a few rockets to see if it fills it up, kill myself

On respawn, I have a full set of ammo for my primary weapon and 0 rockets

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Are you sure you don't have preserveLoadoutOnDeath=true ? What you are describing is exactly what I did (only with a different weapon). You can check if you have preserveLoadoutOnDeath true by killing yourself _inside_ the spawn before the loadout is stored. If you respawn with a rocket launcher at all you must have set the variable.

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If I do that I respawn with the default loadout, so it didn't save..

I have found another issue though, if I set CTF_defaultWeapon=""; it spawns any character without anything in the inventory.. When I preview, I see all of the AI players with a gun at the spawn zone but I'm not carrying one myself.. This happens every time, even if I set the "player" to one of the AI that did have a weapon when I first previewed.

I tried adding weapons and ammo myself in the character's init, but that doesn't seem to do the trick either.. Could it be that something is interferring with this?

EDIT: NVM, just found the CTF_defaultWeaponEast and CTF_defaultWeaponWest command.. lol :D

Edited by Flightster

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>I have found another issue though, if I set CTF_defaultWeapon=""; it spawns any character without anything in the inventory..

Yes, I've already fixed this bug for 2.03 :-)

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Thanks to you sbsmac i did my first two AASmissions. I am really grateful.

I finally made that small scaled AAS in Urban environment i always wanted to see....

You can try it from there:

http://rapidshare.de/files/48324255/AAS_missions.7z.html (klik "free" at bottom of page)

I would welcome happilly any feedback guys.

Again, the real purpose of this post is to say thank you sbsmac.

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As far as the used LOADING logo that comes with the scriptpack, I've been working with sbsmac on some layout ideas. I think some shell templates may be available with the packs in the future, but for now here is a sample of one I made today.

The missions I am working on may be ready in a week or 2 and offer realistic battle layouts and gameplays that are simple to understand. Gametypes that many know like TDM, CH, Attack & Defend... Small scaled so that 2 vs 2 up to 8 vs 8 rounds can be played with fun crimmages and possible competitions.

Another thing I am trying to do is compile a list of gaming groups (clans) who are interested in building PVP/TVT up with some form of consistency in game layouts, gameplay, etc. There are few games out there that have good battle looking layouts with simple gameplay. Because of that it is soo hard to develop a following, but it is very possible if we continue to focus and communicate...

aad16_closequarters_480X360.jpg

Edited by Tom_Anger
added info on small scaled maps.

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@Tom Anger: Thats looks awesome..... Can't wait to add that to my missions xD

I need some info guys (especially sbsmac i guess ^^ ):

-Im working on some AAS missions and i would like to make move the respawn as the team advance conquering objectives. Is it feasable for next version? It is REALLy important for gameplay IMHO.

-And, is it possible to do an AAS where the EAST has all objectives in the beginning, and the west has to conquer them one bye one in order to win? If EAST succeed in defending for 30 min they win, and if the west conquers all objectives they win? I know im not inventing anything new here but i was wondering if it was doable..

-Finally, as i am a megalomaniac (with no skills), i was thinking of making a sort of pvp Dmination map where it is usual take over town for the west, and the east has to defend the town.. If west conquers some key area the town is captured. If west destroy the radio tower, East wouldn't be able to paradrop on the city anymore. Or they would spawn a bit further. The west would have to conquer three town to win. East would have to defend for 45 min / 1 hour to win. What do you think?

@Sbsmac: Last question i swear. What is insurgency gamemode it is not explained in the pdf guide...

Edited by RoME

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yeah thats a pretty classy addition, how will it work? you take the screen shot yourself, or its gonna work automatically somehow?

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When the mission loads up this is what gets displayed. It's actually simple to make. [sBS]mac's pack has an images folder with a 512x512 logo.jpg file.

Just modify that pic, save your mission, and it will show up when the game loads. What is important is that the image must be size 512x512 or 1024 x1024 for the pic to work. What I did was start with a 1280 x960 image, added my info, saved, then resized to 1024 x 1024 and put that as my logo.jpg

What I was doing with him was going over a basic template so that mission designers can make decent loadups. I have some base templates like the pic I posted with no map picture or briefing info. I am thinking in the future it may be in the pack or I can post it somewhere for download. That way mission designers can cut and paste in what they have to make decent looking pictures that loadup with the map. I think it represents a nice presentation of the map for folks.

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FYI you guys, I am still open to do some collaboration if anyone is interested.

I have one last final grand idea, that i feel could raise the bar immensely for pvp. However due to the amount of work i have put into previous maps, and the lack of interest i was able to generate, I dont want to do it on my own. That being said, my previous works were all during the "learning" phase of using the editor, so I am faster now, but it still is alot of work with all the testing, play testing, and just everything.

if I go ahead with this, I want it to be epic and perfect.

If anyone is interested hit me up.

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{USI} would be interested in helping in any way. I prefer coops or ctf, but some of the guys like aas too. I can make maps and graphics and the rest can help brainstorm map ideas and playtest.

Our biggest wish is to get another league going like TNT was for OFP.

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@DeadSmell;

I would like very much to collaborate doing a big nice pvp mission.

What about the PvP domination map i suggested? It would be like an Attack&Defend map:

-Defenders spawn in the Town they have to defend, Attackers always spawns at same spot, say the airport.

-Attackers have to capture various key area, say centrals buildings, docks, factory etc.. When one objective is captured it cant be retaken by defenders.

-Defenders are Guerilla so they would have little equipment: no AA to prevent attackers inserting by heli. They would have to difficultly rpg it ;) ..

-No plane for attackers. Gameplay issue.

-Attackers would insert in hot zone by Heli, vehicule or paradrop (at their own risk).

-Finally what i would LOVE is RANDOM area location to capture. But i dont think it is doable. Maybe..

Well, feel free to add any idea you have in store.

I could do level design. I like to place objects on map :).

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-Im working on some AAS missions and i would like to make move the respawn as the team advance conquering objectives. Is it feasable for next version? It is REALLy important for gameplay IMHO.

Yes, it's definitely doable and on the list (http://dev-heaven.net/issues/show/3497) :) I'm about to release 2.03 hopefully but will look at this for 2.04 within the week.

-And, is it possible to do an AAS where the EAST has all objectives in the beginning, and the west has to conquer them one bye one in order to win? If EAST succeed in defending for 30 min they win, and if the west conquers all objectives they win? I know im not inventing anything new here but i was wondering if it was doable..

Yes - quite easy to do actually.

For each objective, add the 'east' keyword so that they start off as east.

Set CTF_allowDominationWin=true; in the config file. That allows either side to win by holding all the objectives so you need to stop east winning at the beginning by creating an extra objective with the 'west' keyword in the west spawn - call it something like 'WESTHQ'.

Finally, you want to ensure that east will actually win if not every objective is taken by the end of the game. The easiest way to do this is to give the last east objective a very high score by adding something like 'score=10' to the keywords. That means that east will always be ahead on points so the only way for west to win is the dominationwin. :)

-Finally, as i am a megalomaniac (with no skills), i was thinking of making a sort of pvp Dmination map where it is usual take over town for the west, and the east has to defend the town.. If west conquers some key area the town is captured. If west destroy the radio tower, East wouldn't be able to paradrop on the city anymore. Or they would spawn a bit further. The west would have to conquer three town to win. East would have to defend for 45 min / 1 hour to win. What do you think?

Well the only thing here that is different from standard C&H is the ability to prevent paradrops on captured zones I think ? That should be fairly straightforward to add (in a future release).

@Sbsmac: Last question i swear. What is insurgency gamemode it is not explained in the pdf guide...

See http://dev-heaven.net/wiki/sbsmac-pvpsp/Insurgency. Actually in 2.04 all the things described there can also be done in a standard C&H (and the ticket system is available in other gamemodes as well).

---------- Post added at 10:08 PM ---------- Previous post was at 10:01 PM ----------

Finally what i would LOVE is RANDOM area location to capture. But i dont think it is doable. Maybe..

Actually that's quite easy - but it depends a bit on how you want it to work. Suppose I added a 'random=300' keyword which would cause the objective to be created randomly within a 300m distance of where the mission-maker put it ?

Edited by sbsmac

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@ {USI}Zombie, and RoME,

cool, this should be fun.

Just a quick insight into what im thinking will work best.

We take the island of Utes, divide it into sections, each section with its own "theme".

We cover the entire island of utes with objects. I mean really flesh it out with detail and objects/cover until the entire island is detailed, and fleshed out.

Once we have it where we want it. It should be a pretty amazing environment with endless possibilities for various gametypes.

So what im saying is, as long as all the object detail is laid out appropriately, we can make whatever gametypes we like using the template. Whether it be domination, C&H, CTF or whatever, we would even be able at that point to make smaller missions within the map, that say take place in only one of the "themed" areas as opposed to the entire island.

So once were at that point, we can then begin to collaborate on how to set up the different gametypes within the map.

So there will be several stages to this project.

I would think if we did this right, we could create many variations of games using the same template.

Not to mention this would be one bad mother of a map in general. :) I think it would be cool if as you travel the map, you travel through the different "themed" areas.

Anyway thats what I was thinking. Does that still sound cool? :)

I dont want to get this thread too far off topic (sorry mac), so perhaps we could use Xfire and get together and chat to share ideas as we work through the creative process.

if you guys can PM me your Xfire id's ill add you, and we can get started.

Warning: Im a nice guy, but im also a perfectionist. LOL. After my previous endeavors, If we do this I want to make sure it really sets a new standard for pvp map making. So this process may be painstaking at times. But im sure that if we work together constructively and honestly we can really make something special.

Still interested? ;)

If we can pull this off right, we just might be heroes

Edited by deadsmell

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OMG, you openned new horizons for me sbsmac! I can do a pvp domination.. oooh that would be great...

About randomness, could i simply put some probabilty presence variable on already well-placed objectives? I dont want the randomness to put an objective area on top of a building, or in water....

I cant wait the progressive spawn zone. i will model my map waiting for it.

@Deadsmell: Sorry but i think i will focus on making a pvp domination map actually. But i would love to collaborate with you doing it. So if you intersted tell me.

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V2.03 new features...

E6raBTjH7Yo

Edited by sbsmac

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2.03 is RELEASED

Major new features are:-

* Spectator mode

* The respawn ticket system is now available in ANY gamemode !

* 'Hostage' objectives allow escort and protect-the-VIP type missions

* CTF_allowNeutralisationWin allows more flexibility in putting together asymmetric mission types such as attack and defend.

Watch the video in the previous post to learn more!

As always see the first post in the thread for the full changelist and please keep an eye out for bugs. :)

Edited by sbsmac

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Good job with the pack. Definitely makes for quick and effortless pvp mission making! :)

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