Coast beta1 [NEW MAP]


(mortis) #41

here is the link to the ETpro scripting tutorial:

http://bani.anime.net/banimod/forums/viewtopic.php?t=3328&start=0

But beware: not all of the advertised functions will work on all entities! I have had issues, especially with the “delete” command…


(phisherman) #42

Don’t think thats a good idea, because at a DMG of 25 you have at least 4 tries, and even I could manage to get over it if I had 4 tries. Team-specific trigger_hurts or clips would be the solution… :-/

That cannot be done with Scripting, you would need to edit the map and recompile it.

Its even possible with Single Jump, have a look at all those insane TJ-videos on YouTube etc.

A quite elegant solution would be to simply make the AT-Guns indestructible as long as the Old City Wall is not yet blown. Disadvantage of that one would be that Walljump is possible and Allied Engineers could just wait at the Gun and quickly plant their dynamite once the wall is blown.

I thought about another solution: I’ve never done that, but I think it’s possible to create teleporters via scripting. What we could do now is clip the two entrances behind the Wall ( this large gate at the lower grotto and the small arch at the upper grotto ) and then place teleporters at the axis side of them, so that Axis moving to the Wall will be teleported outside of the clip. They can not move back in, but walljumping Allies cant, either. I guess that would be the most elegant solution until I manage to create a damn tunnel and release my version of Oasis.

You have a typing mistake in the link of ‘Railgun - Bugfix Only’, its iimages instead of images, the link is not working unless you change it manually. Just wanted to report. :slight_smile:

NQ does not support the delete{}-tag. That’s what I like about NQ, everything is built-in, but nothing is working as it’s supposed to. :-/


(aaa4) #43

pls all spare yourself your detailed discussion and visit the server i posted. there are scripts impemented there which show you the way.

and pls dont be arrogant. i might be seen as a troll, but that doesnt exclude me stating solutions going all over your tiny heads :stroggtapir:

btw: mortis thx for your scripts.


(mortis) #44

railgun link fixed…

What about a script block that makes the flak guns invulnerable, until perhaps 20-30 seconds after the city wall is blown? There is no way a legitimate plant could be accomplished in less time than that, and Axis would have at least one spawn back to defend the guns.

It seems that there are lots of different means of accomplishing the same goal. All of my scripting has been under etpro and I only guarantee it to work in etpro. Your Mileage May Vary in No Quarter. :slight_smile:


(-SSF-Sage) #45

That cannot be done with Scripting, you would need to edit the map and recompile it.

I know exactly what can be done and how, but thank you.

Its even possible with Single Jump, have a look at all those insane TJ-videos on YouTube etc.

I know. And I can do it the both ways easily (that are possible with one jump). My point was that don’t edit the map with mapscripts to stop double jumping over something, but disable double jump in the first place. But that has nothing to do with trickjumping, which was the original subject.

But as I said. All those “clip-fixes” to stop trickjumping over it causes more harm than good IMHO. The other ways (than the most common) to jump over the wall are very unlikely to be seen in a match anyway. I wonder how have we survived these 7 years without such a “fix”.

Again, let’s not mix double jumping with trick jumping.


(eiM) #46

It is nice to see that so many people try to improve this map of mine. I’m very thankfull for that. As I am not mapping for Enemy Territory anymore (Axis Revenge project etc), I decided to release the source on these forums so if someone actually bothers to improve the map he is free to do so. Just leave my name in there somehow.

http://www.file-upload.net/download-2491385/coast_source.zip.html

Good luck


(phisherman) #47

Great thanks for doing that. I personally have made bad experiences with 1-Click-Hosters, so I hope you dont mind if I attach it to my post again, so it cannot be deleted due to timelimit expire etc. Those are renamed .rar-Archives, so you will need sth else than WinZIP to extract them.

Sorry, my bad. Here you go… :smiley:

Anyway, to come back to the Oasis-Thing for a last time, I realised the idea I had with the clips and the teleporters and would like to share this script with you. I renamed an old thread that I once created and posted it there to get this conversation out of here. Try the script out and tell me what you think about it: >><<.


(eiM) #48

no problem if you do so. But you havent done yet :stuck_out_tongue:


(macbeth) #49

we are playing the map since friday and a regular posted that in our site

in Coast_b1, as , the Allied tank, after making it to the main gate, was damaged and could not be fixed, and did not blow up the main gate. Also, the side entry fortifications could not be destroyed either. Not certain how this was caused.


(phisherman) #50

[QUOTE=macbeth;226633]in Coast_b1, as , the Allied tank, after making it to the main gate, was damaged and could not be fixed, and did not blow up the main gate.[/quote]Found the reason: eiM disabled the TOI of the tank shortly before it blows the gate. So when the Axis destroy the tank during this little time (quite improbable this happens though), the Allies will get no chance to ever repair the tank and blow up the gate.

I made a script for you, which does not kill the tank. So the Allies will always have the chance to repair the Tank, also when the gate is blown. Don’t know why eiM blocked this, probably to avoid Spawnkilling by the Axis. Anyway, if you will notice any disadvantage caused by this, tell me, and I’ll trigger the death of the tank after the wall blow. :slight_smile:

Same reason as above: The tank first blows the maingate, then the AT Gun, which triggers the Airstrike that destroys the side gate. If the maingate doesn’t fall because the tank is dead, all the other things can’t happen either.


(macbeth) #51

thanks you
will add the script right now