MML MinasTirith Mapscripting


(Soak) #1

I have recently started a new coding project - I am trying to create a min-game mode for the map mml minastirith. The idea would be for an unarmed axis team to sneak past heavily armed allied guards, and eventually capture the palantir.

There are two parts to making this happen:

  1. Lua: This would be used to disarm axis players, give allied players extra perks, special abilities, etc. This part is simple enough - although if anyone has suggestions please feel free to post something.

  2. Mapscripting: In order to make this playable in the new mode, the axis players will need a way of getting to the top of the tower without dynamiting gates. This has proved to be a little more troublesome. I have come of with two ways of doing this, but ran into issues with each one:

    a) Make the gates vulnerable to grenades. I have seen (and tested) other mapscripts which use this technique. However, it doesn’t seem to work on Minas. When the gates are left dynamitable, only axis can damage them - this works properly. But when the gates are switched to satchel or grenades, both teams can damage them (this is still acceptable), and the death block is never called in the script (unnacceptable, since I need this to swap the spawn). Could anyone shed light on why this is happening? Does it involve an additional definition in the .bsp file?

    b) Remove the gates completely. I would then add in capturable spawn flags, or some kind of highlighted trigger cube if this is not possible. This works fine, with one minor issue - the gate tooltip text (You are near the…) does not disappear, and neither do the map icons. Any ideas?

Any help with the map scripting is much appreciated - I am just starting out. Here is a link to the entire map file:

http://boa-clan.awardspace.info/etserver/etmain/mml_minastirith_fp3.pk3


(ailmanki) #2

a) The setup for making a destroyable objective + icons and text and all is complicate, modifiying that with some simple changes does often not work, as some details are not as expected in the setup.

b) You should use a mod which can use delete, create and set for mapscripts. Then you can remove the gates and all the msgs.
http://wolfwiki.anime.net/index.php/Map_scripting
Maybe looking at existing scripts helps: https://sites.google.com/site/peyoteet/Spawn


(Soak) #3

Well - I have been able to remove the gates (very easy), to be honest I haven’t actually taken a serious stab at removing the tooltips. My current understanding is that I will need to hunt through the .bsp file for tooltip locations, and then delete them via coordinates in the script block. I know named entities can be removed using a remove call in the spawn block though, so worth a shot as well.

I was more interested in the gate problem though:

a) The setup for making a destroyable objective + icons and text and all is complicate, modifiying that with some simple changes does often not work, as some details are not as expected in the setup.

This is exactly the problem I have - the setup for the gates is quite simple, but for some reason it doesn’t work. On minas, the 5th gate can actually be destroyed with a satchel charge - I have tried copying these settings (changing variables as needed). It didn’t work - which is why I ask. I believe that some elements are defined in the .bsp, but at this point I really don’t have enough experience to say.

I appreciate the links - the Wolf Wiki one is what I used to get started before posting. I have some sample mapscripts as well, but it never hurts to have more.

Soak


(Soak) #4

So it turns out a) is impossible (I think) because of the way things are set up - I would have to create new gates, but this isn’t really what I wanted to do anyways.

Based off the bsp, I was able to successfully remove the tooltip text. Next up is getting some new spans working.


(.Chris.) #5

Silly question but have you tried contacting the mapper for the map source?


(Patriotqube) #6

I dont think Gerbil is around anymore :frowning:

He used our website and the private testservers we made to him, when he made Minas Tirith, and he was working on Moria, which we still have on file, never made it playable tho :frowning:

Well atleast we havent seen him around in ages aka years


(mortis) #7

There is a version of a Fuel Dump script that had some heavily modified constructibles, as well as Battery with a rebuildable backdoor, for example. Most of the intended changes should be doable, methinks…


(shagileo) #8

[QUOTE=Patriotqube;371637]I dont think Gerbil is around anymore :frowning:

He used our website and the private testservers we made to him, when he made Minas Tirith, and he was working on Moria, which we still have on file, never made it playable tho :frowning:

Well atleast we havent seen him around in ages aka years[/QUOTE]

Not sure if it is possible, but could the map source of moria be released ?
Maybe some peeps from the (mapping) community can make it playable? :slight_smile:


(Soak) #9

Absolutely - while researching the problem I found a fueldump script allowing the fueldump gates to be nadeable. However, the gates on Minas are func_explosive entities, and not func_construtibles. It appears this (the classname) can be changed in the script, but the spawnflags cannot be (right?). Changing the classname results in an error, because the spawnflags do not allocate it to a team. This is what I found anyways - I am no expert.

Regardless - this was one of two solutions and was actually the least preferred. When I started out I figured it would be easier than completely removing the gates, and creating new spawn triggers. At this point, I have the gates completely removed, so I plan to add spawn triggers/flags anyways. Thanks for all the help - but at this point the mapscripting issues are basically solved I think.


(Soak) #10

Done early versions of both the lua and the mapscript now - I plan to add a ton of cool extra stuff into the map though. If there is any interest in either of these, please let me know.

Soak


(ailmanki) #11

Post some screenies :slight_smile:


(Mateos) #12

The idea did not come to my mind, it is a smart one o.o Interested in how this map could be modded by scripting.


(Soak) #13

Sorry - hadn’t looked at the topic in a while. I should have some stuff by midweek next week.