how to change things in the map afterwards


(Qualmi) #1

hi,

since ive seen this on many servers i want to know how this is done, caus if you ask some ppl on servers, there is never the one present who did this or you just get ignored. so i have a couple of questions about changing things in the map afterwards.

  1. how is it done, that you can put health and ammocabinets in your map afterwards, meaning that having an already released pk3 version, but still adding things to the map. how is this called and how is it done…

  2. i also have seen textures and stuff beeing replaced through other textures. is this done the same way ?

  3. how can you overwrite the mapscript. i mean f.e. if the final objective is to blow sth up. how can you tell the mapscript afterwards to take out the “wm_endround” command.

thx in advance for any reply.


(ischbinz) #2

et is base on the q3 engine
this one is very modular
you can replace nearly everything -
means textures
models
scripts and so on

just open the pak0.pk3 and search the object you ll replace -
then make a new folder
like
myminimod
inside you make a folder/tree of the thing you ll change
then put your changed thing inside
pack it as “zip” and rename it into your mods name like “z_my1stmod.pk3”
hm thats it.

think for mapscript you can do it in the same way - but i m sure you can change this server sided.


(Qualmi) #3

it works !

hm…i guess its the same with scripts, ill give it a try with another test map now :slight_smile:

but point 1 seems to go harder, since you cant do changes to a already compiled .bsp-file afterwards.

edit: mapscript is working too this way.

any suggestions to point 1 ?


(ailmanki) #4

http://wolfwiki.anime.net/index.php/Map_scripting
http://games.chruker.dk/enemy_territory/scripting_reference.php

there is also LUA which allows for even more stuff…
and there is this plugin for QMM… , which allows for similar stuff as ETPRO mapscripts
http://qmm.planetquake.gamespy.com/forums/viewtopic.php?t=52


(Qualmi) #5

thx alot. etpromapscripting seems to be pretty cool stuff. well done by the mod team :slight_smile:

stripper is an alternative for this and running it on jaymod 2.55 servers works ?

and one last question about the zzz_files proposed by ischbinz. lets guess i am an admin, which i aint a the moment ;), and lets guess farther that i added a zzz_file which users download, so that they can see the other, replaced textures instead of the original ones. how can i tell those users cpus to not run that zzz_file when they quit, meaning that if they join another server the moded textures wont show up there aswell. would be great for this last information :cool:


(IndyJones) #6

they won’t show on other server, unless server has that file too or it’s unpure (i dont know any unpure servers).


(TomTom7777) #7

Actually most of the major mods support create’ing new entities in the mapscript (ETpub, ETPro, NQ, Jaymod, FritzBot ET, Bobots…)

As for replacing textures only on machines connecting to your server, you could organize your files to be in a subdirectory with say the name of your server as a fake mod. To appear in the mod list there need be at least one pk3 in that fake mod directory. The name appearing in the list can be color coded by appearing inside a file named description.txt. That works for vanilla ET (I have verified the method). ET will automatically copy its dll files into the fake mod directory.

If you want to run a real mod in this way you need to copy over that mod’s files to your fake mod directory. I have not tested doing that with all the mods but it works with the FritzBot ET mod.

Any pk3 files (maps, texture mods) that are in your directory will only be loaded when the fs_game matches that directory name. The disadvantage to this idea is that more files may get downloaded when they connect, and you can’t cascade mods inside a mod directory. This idea should work for pure and unpure servers.

( you should not need to do this for changed map scripts they run from the server, nor for map scripted remap shaders, you only need this if you are replacing an existing item in the same path. example changing out the player skins)

On map scripting there are 8 topics in the FritzBot ET wiki that involve map scripting if you want more examples of scripting.


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