Mapping Project :Stukton


(Tardis) #1

Once I used to game on SW:JKA and ST:EF and now after 2 years of playing ET and only just started mapping I thought to my self there a lot of maps that can be edited and made playble for ET…

This is a old 2002 ST:EF Map that I am converting it a playable ET map

You can find all the ST:EF info on this site and with screen shots

I started this map a few months back so here some screen shots from ET :eek::cool:





Im Curntly ALPHA Testing on My Clan Sever Harry Map Test Server for bugs ect
SO PLEASE DO NOT ADD IT Splatterladder,Wolffiles ect ect

I would like to iron out problems before I let the map go Public :wink:

// Set scenario information
“The Axis Air Drop In To Stukton A Small English Village/Town and Try To Steal Allied Secret Documents”

// Allied Objective Descriptions
“Primary Objective:**Don’t let the Allies steal the Secret Documents.”
“Secondary Objective:**Defend the Old City.”
“Secondary Objective:**Construct a Safe Door for Secret Documents”

// Axis Objective Descriptions
“Primary Objective:**Steal the Secret Documents and bring it the Telephone Box”
“Secondary Objective:**Capture the Old City.”
“Destroy the Safe Door for Secret Documents.”


(Tardis) #2

Ok Houston We have a problem :eek:

I put in a CHECKPOINT flag the VO sounds do not work and I do not know why yet :confused:

I have my stukton.sounds in sound\scripts

stukton_axis_city_captured
{
sound sound/vo/oasis/axis/hq_cityrecl.wav //stock sound
voice
streaming
}

and this in the script file

trigger axis_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce “^rAxis capture the Old City!”
wm_announce “^1Defend the Old City at least 60 seconds!”
alertentity old_city_wobj // Switch command map marker
setautospawn “Old City” 0 // Set Axis to forward spawn
accum 8 set 1 // Axis have captured flag at least once
accum 2 set 0
setstate old_city_wobj default
trigger self count_seconds
// wm_objective_status <objective> <team> <status (0=neutral 1=complete 2=failed)
wm_objective_status 4 0 1
wm_objective_status 4 1 2
// ----------------------------------- vo ------------------------------------------
wm_addteamvoiceannounce 0 “stukton_axis_city_defend”
wm_addteamvoiceannounce 1 “stukton_allies_city_capture”
wm_teamvoiceannounce 0 “stukton_axis_city_lost”
wm_teamvoiceannounce 1 “stukton_allies_city_captured”
wm_removeteamvoiceannounce 0 “stukton_axis_city_defend”
wm_removeteamvoiceannounce 1 “stukton_allies_city_capture”
// ----------------------------------- vo ------------------------------------------
}

The flag can be captured and the countdown works and countdown sound … But no sound when it is captured :confused:

Help Please ?


(ailmanki) #3

It should trigger error msgs in console…
I am not sure… I remember something that NoQuarter does display more error msgs related to sounds.

Both scripts look correct. But in the sounds script you define stukton_axis_city_captured is not used in the mapscript. So maybe its just that, or you did not post all of it…


(Tardis) #4

I did fid the problem you need to put in the wm_addteamvoiceannounce in side game_manager spawn section in order for the sounds to work :wink:

E.G

game_manager
{
spawn
{

	wait 350
	// *----------------------------------- vo ------------------------------------------*	
  	[B]wm_addteamvoiceannounce[/B] 0 "stukton_axis_city_defend"
	// *---------------------------------------------------------------------------------*		

}
}

all sounds now works when flag is captured/lost :smiley:


(Tardis) #5

I have found another problem on the team_CTF_blueflag (for the documents)

I have set count = 1 But you can pick up more than one OBJ / team_CTF_blueflag (documents) …

How to you make it so there is only ONE team_CTF_blueflag (documents)

I think you have do this in the script ~ I am looking at other script but any pointers might help :slight_smile:

any one got a cm_documents img ? or know a map that has got one ?

P.S Added in a extra



(Mateos) #6

Maybe “disable” it while taken/dropped? How is it made in Gold Rush?


(Tardis) #7

I have this and in the script the docs do go away when taken on stock et but not on the mods :rolleyes:



documents
{
	spawn
	{
	}

	trigger stolen
	{

                wm_announce "^1The Axis Have Stolen The Secret Documents!"
                setstate docs_toi invisible
                setstate secretdocuments_cm_marker invisible // command map marker
	}

	trigger dropped
	{
	}

	trigger returned
	{
                   wm_announce "^4The Aliies Have Returned The Secret Documents!" 
                   setstate docs_toi default
                   setstate secretdocuments_cm_marker default // command map marker
	}

	trigger captured
	{
                     trigger phone_holder death
	}
}
//FLAG
phone_holder
{
   death
   {
	wait 50
	globalaccum 1 inc 1
	wm_addteamvoiceannounce 0 "SecretDocusDelivery"
	wm_announce "^1Axis Team Escaped With The Secret Documents!"
	// wm_objective_status <objective> <team> <status (0=neutral 1=complete 2=failed)
	wm_objective_status 2 0 1
	wm_objective_status 2 1 2
	trigger game_manager winner_axis
   }
}


I aslo get a Documents secured when the safe door is built very confusing :confused: Mabie the entities are to close to gether don’t know. The only thing I can think off is rework the safe and the team_CTF_blueflag… :mad: :frowning: But any ideas on this would help :wink:


(Tardis) #8

Time for a Update

Fixes :

1.Updated objdata file
2.Fixed known texture problems
3.Addded bot files
4.fixed sound problems
5.fixed teleport
6.fixed limbo cams
7.fixed game bugs - amount of documents that were in safe (Bit flag count =1)
8.Updated game script file - Broken Wall now built at start of map
9. Addded new sky
10. Addded new texture’s High reslution
11. Added new teleport
12. Added new lights
13. Fixed document and safe problems
14. Fixed height restraint in smaller corridors

Added in some screen shots :wink:







(Tardis) #9

I will be hopfully making a public release after the new year :slight_smile: approx the 6 of Jan 2012


(Mateos) #10

v57

What’s left before release?


(Tardis) #11

Fixes :

  1. Updated game script file - Allies spawn time now 25 seconds
  2. Fixed known texture problems
  3. Addded new built church (inside) now Allies spawn in there
  4. Addded new texture’s High reslution
  5. Fixed glass shader and added new shaders for windows ~ church
  6. Added new models chandelier’s, candles & Grail Cup
  7. Fixed Height Restriction in most corridors
  8. Fixed document and safe problems (Bots)
  9. Added Allies Only Door to new Allies Spawn (church)
  10. No Landmine’s in Allies Spawn
  11. No Landmines in Axis Spawn

Some Screen Shots of New Allied Spawn




(ailmanki) #12

Interesting :slight_smile: Different look then the existing maps, I like that. Looking forward to play it.
Some spot look very good, some other less. If you would add a trim to most of the walls, that would help. But well also decrease fps probably.
Also maybe manual clip some spots, so one does not get stuck in firefights.


(Tardis) #13

Stukton - PUBLIC RELEASE


Briefing: The Axis Air Drop in to Stukton a small english village/town and try to steal allied secret documents.
Date: 6th January 2012


Axis:

  1. Primary: Steal the Secret Documents
  2. Secondary: Conquer the Forward Spawn
  3. Secondary: Destroy the Safe Door
  4. Secondary: Destroy the Broken Wall for Alternative Route

Allies:

  1. Primary: Prevent the Secret Documents
  2. Secondary: Conquer the Forward Spawn
  3. Secondary: Construct the Safe Door
  4. Secondary: Construct a Wall to Stop Alternative Route for Axis
    =======================================================================================================================

CREDITS

  • Sky Box - VANILLA SKY - BY AVOC @ eft-clan.com
  • rayban_candle - raybanb@gmail.com
  • All Modles - Thanks Respected Owners
  • Help - Splashdamage Forum: Editing Wolf: ET

============================================================================================================

Distribution / Permissions
This map and may not be modified in anyway as to appear as a
completed map by anyone else other than the author.

You May Not decompile the BSP as a base to build additional levels.
You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given to respected owners

This file may not be commercially exploited in any way.

Thanks Tardis

==================================================================================

The zip also contains Bot files :wink:

http://www.dbjonescomputers.co.uk/et/stukton.zip


(Indloon) #14

Wunderbar!