Coast beta1 [NEW MAP]


(phisherman) #21

I have a little suggestion as well: On the first Allied Spawn, the Allies can just turn right and swim to the boat where you need to bring the objective to. A bit of DoubleJump, and you can jump your way into the base, steal the OBJ and get it to the boat before the tank has actually been moved.

I personally hate map rushing, walljump etc, so I made a little ETpro-script for our server and clipped that path. The clip is removed when the tankgate falls. Maybe add this to future versions of the map. :slight_smile:

//Attached the Script, feel free to use, share and modify it:


(system) #22

Thank you, allready uploaded it on our server. Don’t exactly know where it changes something (Don’t play much atm.) but it sounds fair.
I will notice it when the people start moaning why they cannot finish the map so quickly :stuck_out_tongue:


(phisherman) #23

Glad I could help you. :slight_smile: Made a little screenshot to show the path that I blocked with the clip:


(system) #24

Ah that place, never knew that before but i bet some other know that place.
I will watch what the people say as soon as the map starts to play :slight_smile:

(Thanks for the picture :slight_smile: )


(phisherman) #25

Kain Problem. :slight_smile: I hope more Admins will add this script to their server, so that map rushing will finally stop one day. ( <- I dont believe in it :-/ )


(system) #26

Little bit offtopic but (sorry) but is there a script where the TJ is impossible in Oasis ? (You know, the wall that has to be dynamited).

edit: ok sorted it out via PM :wink:


(macbeth) #27

[QUOTE=dutchman;225001]Little bit offtopic but (sorry) but is there a script where the TJ is impossible in Oasis ? (You know, the wall that has to be dynamited).

edit: ok sorted it out via PM ;)[/QUOTE]

i need this script too but dont find it yet can u sent me a link ?
Thanks you


(system) #28

Salut Maybeth :wink:

i don’t have the script , ask Phisermans Phriend via PM.
(I was just curious about it, but i’d use it if it would exist cause i hate (“don’t like” to be more precise :stuck_out_tongue: ) trickjumpers on Oasis ( allthough its amusing :smiley: )

Greets,
Dutchman.


(-SSF-Sage) #29

OT: To eliminate all possibilities of trickjumping over the oasis wall, you would have to pretty much redo the whole old city. But ok the other ways are not as easy especially in the heat of the battle.


(.Chris.) #30

Why remove something that was designed to be used? (Serious question not troll)


(macbeth) #31

your map is in our rotation now

will give you feedbacks when the server is full 16 vs 16


(mortis) #32

[QUOTE=macbeth;225017]i need this script too but dont find it yet can u sent me a link ?
Thanks you[/QUOTE]

Super easy to make one, all you need is a single fakebrush playerclip, and then setstate it invisible when the wall blows.


(phisherman) #33

[QUOTE=mortis;225042]Super easy to make one, all you need is a single fakebrush playerclip, and then setstate it invisible when the wall blows.[/QUOTE]Great, fellow, indeed. Congratulations on this post, I guess both dutchman and macbeth will know how to, after this fantastic explanation.

@dutchman & macbeth:
I could make some clips for you, but all I can do are rightangles, so this will not be very elegant. I made some screens how it could possibly look like. Tell me what you think and if I should remove/create some more clips. (Clips are the purple thing, and I’m counting the seconds until somebody will post “This is not a clip-texture”):

Those three clips should block all TJs over the Wall up to a djheight of 1.5. Some trickjumpers will always find a way, but I think this will stop most of them. But I personally wouldnt run such a script on my server, because it gives the Axis a big disadvantage in movement space.


(aaa4) #34

ahahaha chris, we hate trolls, go away :smiley: all these old city fakers :stroggtapir:

but seriously. redoing the old city is not necessary. as already mentioned a playerclip and setstating it at the right time would be all.

but a question. can someone post a script of a pure playerclip in here ? attributes, origin, no problem, just want to use it in some occassion and am too lazy to visit etpro forums. i can write for you splat script in exchange :slight_smile:


(phisherman) #35

I’m afraid I did not quite get what you want. Give me another explanation, and I’ll try to help you.


(aaa4) #36

aw not so important. just that spawn part in the mapscript creating that invisible wall.

and about redoing the terrain. workaround for this existing! go look at server

78.143.58.163:28010

there are scripts preventing spawnkill in there, look fueldump. could do the same in oasis.


(mortis) #37

No need to have three brushes there…AFAIK the wall jump on Oasis can only be achieved by sprinting along the left side and jumping over/onto the wall. One or two midair playerclips will still allow axis to come over the wall, or jump down the wall, etc. while blocking leaping players by placing them in key locations. As for clips they are easy to add, here is an example from my supplydepot script:


game_manager {
	spawn {

		// mortis - roof clip
		create
		{
			scriptName "bugfix1"
			classname "func_fakebrush"
			origin "1072 -1824 502"
			contents 1  // CONTENTS_SOLID
			mins "-180 -150 -10"
			maxs "180 150 10"
		}

		// mortis - satchel exploit fix part one
		create
		{
			scriptName "bugfix2"
			classname "func_fakebrush"
			origin "721 -1663 384"
			contents 1  // CONTENTS_SOLID
			mins "-66 -4 -64"
			maxs "66 8 64"
		}

		// mortis - satchel exploit fix part two
		create
		{
			scriptName "bugfix3"
			classname "func_fakebrush"
			origin "787 -1633 384"
			contents 1  // CONTENTS_SOLID
			mins "-8 -32 -64"
			maxs "8 72 64"
		}

except that for playerclips you need the value:


		contents 65536  // CONTENTS_PLAYERCLIP

Setstate is going to have to be inserted in the code during the wall destruction routine…

Feel free to peruse my entire collection here:

http://www.forums.bsdterritory.com/viewtopic.php?f=7&t=526

Many different varieties of alterations can be researched there…


(mortis) #38

You also could make a fake invisible razor wire brush that only affects allies attempting those jumps prior to the wall blowing, you just have to make the DPS unerringly fatal. (See my railgun script for a clip that slowly injures players of either side (axis and allied).


(mortis) #39

[QUOTE=Phishermans Phriend;225045]Great, fellow, indeed. Congratulations on this post, I guess both dutchman and macbeth will know how to, after this fantastic explanation.

@dutchman & macbeth:
I could make some clips for you, but all I can do are rightangles, so this will not be very elegant. I made some screens how it could possibly look like. Tell me what you think and if I should remove/create some more clips. (Clips are the purple thing, and I’m counting the seconds until somebody will post “This is not a clip-texture”):

Those three clips should block all TJs over the Wall up to a djheight of 1.5. Some trickjumpers will always find a way, but I think this will stop most of them. But I personally wouldnt run such a script on my server, because it gives the Axis a big disadvantage in movement space.[/QUOTE]

'Tis easy to do with a little bit of research. Of all people you should know that giving a man a fish feeds him for a day, but teaching him to fish feeds him for a lifetime. :slight_smile:

In any case, why not simply block the entrances to caves/passages behind the wall with some sort of team specific barrier, ala fueldump and many other modded scripts…


(-SSF-Sage) #40

No I meant that you have to redo the whole old city to find a clever/good way to block all the trickjumps. Adding several clips that will do more harm than good is not good way imho. One mid-air clip to stop the most common way should be enough, but even with that the lose is alot bigger than the gain IMO. I don’t think you will see the other ways used in a real war anyway.

Double jumping is not trick jumping and should be treated that in mind! And instead of stopping doing a jump in a map with double jump, you should disable the damn thing in the map in the first place.

I don’t know if trickjumping over the wall is such a big deal anyway.