ETpro-Mapscripts


(phisherman) #1

Hey folks

In this thread we had a little conversation about possible ways to disable Walljump in Oasis via Mapscripting.
An Admin might want to move all the posts in that thread concerning to this topic into this thread.

I realised the idea that I had, to clip the door and the gate behind the Old City Wall, and add teleports to the inside, so that all (Axis) players who move towards the wall get teleported outside, but all the players who want to move in, get blocked. I think this is an effective way to block Walljump, with only a little disadvantage: The Axis cant fall back once the wall isnt blown yet.

Anyway, I attached the script and some screens. Try this script out and tell me what you think about it. :slight_smile:

//Other possible solutions would be the one that mortis suggested, additionally, the Old City Water Pump can be made non-constructible as long as the Wall is not blown yet to prevent the Allies from using the caves:


(DerSaidin) #2

http://bani.anime.net/banimod/forums/viewtopic.php?t=5932
That is pretty much THE thread for etmapscripts.


(phisherman) #3

Another forum I have to register at? :-/ Excellent…


(phisherman) #4

I was thinking about a better way to completely avoid Jumping over the Wall, without disadvantaging the Axis. Finally Berzerkr(GER) sent me the solution: An Anti-Spawnkill-Script for Fueldump made by nUllSkillZ. I copied it, removed the models and changed some stuff. I didn’t ask him before, but I hope this is no problem for him.

A little explanation: If you want to jump over the Wall as an Allied Soldier ( This feature will NOT affect the Axis in any way ), you get pushed back and the line “Walljump is not allowed on this server” is shown to you. This trigger gets removed when the Wall is blown.

Additionally, I made the Old City Waterpump non-constructible, as long as the Wall isnt blown yet. Wall blow -> Materials appear.

Attached the script, feel free to use, share and modify it. ( As long as nUllSkillZ doesnt say otherwise )

And please tell me what you think about it. Didn’t get any feedback about the older version.


(aaa4) #5

i lold…i proposed that already in the other thread to you. so waiting one week is fair enough i guess :wink:


(phisherman) #6

I just checked, you indeed did, but I must have kind of missed it, sorry. :wink:


(mortis) #7

It’s amazing how many elegant solutions can be achieved via mapscripts. I don’t run a server anymore (except localhosts for LAN parties) so I haven’t meddled in scripts much lately, except to continue to aid and suggest based on my own experiences. Any new scripts are always appreciated, especially if you share them and carefully mark your changes in the scripts. This makes it far easier to learn from any new scripting, but I appreciate your efforts with this script, even if my W:ET playing days are mostly behind me… :slight_smile:


(-SSF-Sage) #8

That push trigger is a great solution! :magicpony:


(mortis) #9

I don’t know if it has been corrected, but some of the later mods such as et_pub and NQ used to not draw created brushes to the specified dimensions, making some anti-trick-jump scripts work perfectly well in etpro and then fail in other mods due to the improper brush size. Has this new script been tested in other mods for 100% effectiveness? I only certify my scripts to work under etpro…everything else is “at your own risk”…


(phisherman) #10

Same here, but I work with NQ1.2.3. :stuck_out_tongue:
But as I said, if anybody notices any way how to still jump over the Wall, please tell me, and I will look how to fix it. :slight_smile:


(nUllSkillZ) #11

Not sure if I’ve included a read me with the script.
If so as far as I remember there’s a sentence that states to use it as you like as long as the author is credited.

Full credit to Loffy.
He’s the inventor of such types of teamdoors.
And has used it in his map darji.
BTW there are some more nice effects in darji (sound and smoke at the spawnpoints amd as far as I know teleports).


(mortis) #12

This is turning into the famous ET mapscripters reunion thread!

Yes, Loffy had some stuff that was pure genius.

Most of what I did was track down bad routines, fix invalid/borked entities and redesign script blocks to conform with the ET engine specs.

Many others contributed amazing new routines and functions that I never had imagined could be scripted in. The etpromapscript was an incredibly powerful tool, and the only real limitation was that the total entity limit still applied…


(phisherman) #13

[QUOTE=mortis;226020]This is turning into the famous ET mapscripters reunion thread![/quote]Could somebody maybe tell me who Loffy is? :D[quote=mortis;226020]the only real limitation was that the total entity limit still applied…[/QUOTE]To how many entities is etpromapscripting limited? And is it possible that NQ removed this limitation? Because my Scriptfix for 1944_beach is perfectly working under NQ, but not under ETpro, due to too many entities. I’m still working on reducing the entity count, but this will make a lot of the fixes get lost. :-/

[ignore]Damn ET, everything is limited, the amount of remapshaders, the amount of TOIs in a map, the amount of spawned entities via mapscript… You could create so many things, but all your creativity gets limited…[/ignore]


(stealth6) #14

[QUOTE=Phishermans Phriend;226025]Could somebody maybe tell me who Loffy is? :smiley:

[ignore]Damn ET, everything is limited, the amount of remapshaders, the amount of TOIs in a map, the amount of spawned entities via mapscript… You could create so many things, but all your creativity gets limited…[/ignore][/QUOTE]

how can you not know who Loffy is! :flamethrower:

Anyway as for the limitations, I find them helpful, since it teaches you to be more creative and find loop holes and methods to still achieve what you are trying to do. :smiley:


(Cambodunum) #15

Could somebody maybe tell me who Loffy is?

… shame on you mr. phisher xD


(mortis) #16

Dang, I can’t recall what the entity limit was, only that is was possible to have “too many”…anyone else remember if there was a hard coded limit?


(ailmanki) #17

http://games.chruker.dk/enemy_territory/limits.php
afaik these limits ain’t completely correct…

Imho it would be better to make something visible which blocks the walljump, darji2 and pushing stuff is fine… but Oasis - does not fit in there.


(macbeth) #18

oasis script works perfect on our nq server like for 1944 beach
thanks you guys


(whoosaaa) #19

can confirm that it works in jaymod also.

Also that was 1 year ago. :slight_smile: as i tweaked the scrit a bit due the colors of SP.


(phisherman) #20

I’m really really sorry. :smiley:

Was this list created before ETpro-mapscripting came up? Because I doubt that there are no limits for it.

Anything visible would affect the Axis as well, and that’s exactly what is not supposed to happen.