Beta testers needed for sw_fueldump


(mortis) #1

Greetings,

I have been developing a faster paced version of fueldump for possible use as a competition stopwatch map.

Main features:

time is reduced to 20 mins
tank is 50% faster
tank is indestructible (aka artillery is useless on it)
main bridge is prebuilt / cannot be destroyed

etpro version uses command post as default foward spawn after tunnel doors are blown.

All other objectives / constructable are normal, although I was considering disabling the east side stage 2 defenses for the fuel depot.

I’d like any further input and to know about any new bugs that you may discover. It is intended my intent to use the etpromapscript for competition, although the base pk3 includes nearly all of the critical differences.

Beta test release here:

-links obsolete-

–Mortis


(Ifurita) #2

You might want to look at the discussion here:

http://www.gamearena.com.au/messageboards/et/thread.php/3057607

Regarding the same


(mortis) #3

Yeah, they are running the old version, which had a couple of bugs. I have updated the script in this version. My posts seem to take forever to appear on their boards. Slow database, I guess…


(mortis) #4

I’m thinking the tank may need to be vulnerable for it to be much of a match truthfully. The invulnerable tank was a special request for testing purposes…


([DS]-=Pencil=-) #5

Here is a mirror for this 3 Files from RTCW-Prison: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=993

Hope I Helped

:slight_smile:


(mortis) #6

I hope so, too. :drink:

I plan on completing the final version this week, depending on the amount of feedback received and the quantity of reported bugs.

–Mortis


(CAL-et|Mapes) #7

the tank being invulnerable is a must. iirc, when trying to make the tank faster, the tank became unrepairable more often. for that reason, fueldump was basically scrapped for sw competition.

there’s always the option of making the tank damageable/unrepairable at the end of its run (sw_goldrush-style).

the first phase…i’d like to see the bridge partially built so the allies don’t get a free ride to the fueldump. at the very least, the bridge should be damageable (it’s not atm), allowing the axis an attempt to slow down the tank. therefore, the first phase isn’t completey worthless.


(mortis) #8

I’m thinking that 15 mins is pretty short for the match. I think I can make the bridge be partially built; for sure I could reduce the amount of plier time it takes to make it.


(CAL-et|Mapes) #9

:banghead:


(P4nth3r) #10

Why not make the tank a lot stronger but vulnerable (so it would take 20 nades or something to damage it and more time to repair). or maybe only vulnerable for panzerfaust??

Greetz Panther aka Way2Evil


(CAL-et|Mapes) #11

it is technically damageable…after about 20 airstrikes. :slight_smile:


(mortis) #12

Issues discovered so far (and explanations)

cp unspawnable

remember, in regular fuel dump you could not spawn at the only way to do this was through an etpromapscript, because new entities need to be created to allow it. In the etpro version of the sw_fueldump_beta, the foward spawns do work.

the bridge

The stock bridge is a two stage constructible, so I cannot use the ‘build’ command to start it built, and the spawnflags make it unbuilt by default. I suppose that you could remove the stock bridge, create a ‘new’ bridge using the same models, a new TOI, and new construction materials, but… it would work ONLY in etpro, and it will take me a while to learn to do this (I think it can be done, but I have to learn how first; I’m pretty sure it can be done from the etpro script) The other prebuilt bridge I was using was the LMS bridge, which is not a constructible. I suppose I could again remove the stock bridge, place an etpro brush that use the LMS model with the correct spawnflags (9 I think, for an allied prebuilt constructible) associate it with a an etpro TOI, trigger, etc, but it might cause havoc.

For now I have done the following: Bridge is unbuilt at beginning of map, but requires .5 (or maybe .75) engineer bar to built each section. It is still dynamiteable.

Game clock:

now set to 15 mins for stopwatch

Tank invulnerability.

Tank could be removed I suppose and then maybe spawned via etpro entities with the desired spawnflags (invulnerbility). Again, it would only work for etpro. And I will have to learn more about it.

For now: tank health is set to 20000, but makes it essentially invulnerable. I will need to lower the chargebarreq, because the pliers actually give the tank ‘health’ (thanks reyal) when you are repairing, so it would take like 10-15 enginner bars to fix the tank if it was damaged. Or I can make it intoa constructible class 3 so that it is only da,aged by dynamite.

Sounds and announcements:

I didn’t include the (missing) sounds in the pk3 by accident. This is my first effort at assembling a pk3, so please bear with me. I will include all features in the final version.

Tank trigger area

Some people say that you don’t need to be as close to the tank to get it to move. I’m not sure it this is true, or whther moverscale is too blame, but I did not alter the trigger size, so I shouldn’t be the issue. I’m not sure this side effect is bad anyway.

Make tank killable at the end.

I’m not sure that I can change the tank’s hitpoints, but I should be able to kill it and lock it out via tank script.

Now the questions:

Should the axis defenses be easier to build?
Should stage two of the axis defenses be disabled on the east side?

–Mortis


(SCDS_reyalP) #13

Looking at the error message, you should be able to just include the sound script, rather than the .wav files.


(mortis) #14

It is done, for now. I have a working version complete with announcements, easy to build bridge, invulnerable tank, fast tank, damageable at end of map to prevent Allies from hosing bullets down endlessly on the Axis. Special thanks to hiro and reyal from the etpro forums for their help and advice.

Any future releases will be done ONLY via etpromapscripts, since any further changes will require etpro to function. I will issue an etpro only sw_fueldump_final or sw_fueldump_cal if needed with further non-pub oriented tweaks.

Fully updated stand alone version found here (all known bugs fixed):

http://sh.nu/etpro/sw_fueldump.pk3

Updated etpro map scripts:

For sw_fueldump (the new version)

http://images.bsdterritory.com/Mortis/sw_fueldump.zip

For regular fuel dump:

http://images.bsdterritory.com/Mortis/fueldump.zip

–Mortis

P.S. Reyal, you sir, were correct. I needed to include the sound script. It works now.


(DG) #15

Maybe allow axis satchel to destroy it? Gives oppertunity for Axis to respawn and get in to defuse, if they are organised enough, while still giving an obstacle for Allies.


(ZeAvIs) #16

The biggest problem with fueldump imo was last stage defense being too hard to penetrate. Although some of the changes are interesting, I think last stage is the most critical part that needs to be addressed in order to make fuel competition worthy again.


(mortis) #17

What do you think about the fuel dump fences being constructible class 1 that need a few grenades to take down each stage?

Would that even it out, or make it too easy? I’m thinking that Allies would just call in artillery and wipe it out, We could try it that way and see how it works…I could also make them easy to build for Axis to accelerate the gameplay.

The first two mins of the map are really intense now as the Axis only have time flood out and try to stop the Allies by swarming them and controlling the tank.

Maybe the Axis CP should be moved into the Axis base also? It would be more usable and defendable there.

–Mortis


(mortis) #18

Update:

tank becomes vulnerable at the end after depot wall is blown

announcements added

bridge is fast build

depot defenses can be knocked down by grenades (experimental feature)

depot defenses are fast build

all known bugs fixed

Stand aloneversion (old script, beware!)

http://sh.nu/etpro/sw_fueldump.pk3

Updated etpro map scripts:

For sw_fueldump (the new version)

http://images.bsdterritory.com/Mortis/sw_fueldump.zip

For regular fuel dump:

http://images.bsdterritory.com/Mortis/fueldump.zip


(Floris) #19

Mmh me and someone else have the objective display the objectives of oasis in stead of sw fueldump… :slight_smile:


([AoW]ReDRuM) #20

Hey was just wondering why no one would make the east end exit from axis spawn ‘higher’ then ground level and unreachable from ground that falls into the depot pit (allies have no access to this ledge or whatever that leads over depot east defences except allies running thru axis base :slight_smile: ) That way axis can build both construction stages east and west…and yet the axis can access the depot from spawn in emergencies. This is not possible since both east and west defences are built and the exit for axis is ground level and is outside the depot…leaving the axis with roof top entry only into depot.
The allies would have to go through the axis spawn to access depot without blowing defences which adds more of an edge i think. maybe even throw a ladder up the wall ‘inside’ the depot leading to the roof for an exit point for axis when in depot and both east and west defences are built.

or maybe just make the axis east end exit actually lead into the depot and not outside the depot and obviously an ladder for an depot exit when both east and west defences are built…just some thought