[Mod] ET: Search&Destroy


(aowblacky) #21

[QUOTE=ailmanki;470319]You could use the existing objectives with a bit of lua.

Afaik lua does not know about objective pikcup or drop. But you can scan for msg’s.
So if you know player X has taken the objective, he is the guy with the bomb.
Once he dies, remove the objective, and place with lua a new objective there. Maybe a mix between mapscript and lua is needed for that to work properly. If the objective can’t be created with lua, then you will need a dummy objective which you can move around by lua…

Now, I don’t know how the bombsite should be handled. Can the defenders defuse the dyna? Or is it just deliver and boom?
In any case, this could be solveable without any lua at all.[/QUOTE]

yep, defenders can defuse the bomb.

@jenkins: the player with the bomb should be able to shoot/fight as well. - He should just be the only one who is able to plant the bomb. :wink:


(Mateos) #22

When he dies before planting, does he drop it, so a mate can take it?


(stealth6) #23

Yes :stroggtapir:


(xdjenkins) #24

I just took the code today, wrote few lines, compiled.

Devmapped radar, noclipped as allies medic to the radar parts… Took the radar parts and medic was added a dynamite and pliers to the inventory. Is it something you want?

Edit:
Made a dirty and quick update to disable counter-teams from picking up the objective, plus if hoping that I didn’t mess anything, now the objective will never be returned after being dropped.


(aowblacky) #25

[QUOTE=xdjenkins;470523]I just took the code today, wrote few lines, compiled.

Devmapped radar, noclipped as allies medic to the radar parts… Took the radar parts and medic was added a dynamite and pliers to the inventory. Is it something you want?

Edit:
Made a dirty and quick update to disable counter-teams from picking up the objective, plus if hoping that I didn’t mess anything, now the objective will never be returned after being dropped.[/QUOTE]

yeah! :slight_smile:

this is working with all obj? or do you have to add the “name” of the obj to your code?


(xdjenkins) #26

I haven’t added any kind of names of obj to the code. In short, it should work with any holdable objective that has the RED or BLUE flag as property, I hope you understand what I am talking about because I am not familiar with GTK and mapping in general. I tested it with friend today on devmapped radar and goldrush, picking up objective results in defined code that is - adding pliers and dynamite to the player. Once the objective is dropped it never returns back to original location. Enemy team cannot pick it up or return.

If you can do some demo map I will try to get more done and perhaps make a full mod project out of it one day.


(aowblacky) #27

[QUOTE=xdjenkins;470731]I haven’t added any kind of names of obj to the code. In short, it should work with any holdable objective that has the RED or BLUE flag as property, I hope you understand what I am talking about because I am not familiar with GTK and mapping in general. I tested it with friend today on devmapped radar and goldrush, picking up objective results in defined code that is - adding pliers and dynamite to the player. Once the objective is dropped it never returns back to original location. Enemy team cannot pick it up or return.

If you can do some demo map I will try to get more done and perhaps make a full mod project out of it one day.[/QUOTE]

give me a few mins for the map :wink:


(xdjenkins) #28

I had idea that you could modify goldrush for a good demo map. Basically deleting the tank and current objective, making the spawns fixed and not capturable and set the end-map objective to ‘Blow up the bank entrance’. What do you think?


(aowblacky) #29

i’m making a demo-map. but it will just be a flat map with 2 spawnpoints, a and b spot and bomb.
just to see if the concept works.

if it works i can edit every map and make an xxx_sd version of it :wink:
goldrush would be a nice sd-map. many ways :slight_smile:

edit: its done! - download, extract and save it in etmain/maps/ (if the folder doesn’t exist create it)
http://www.sendspace.com/file/49atd9


(xdjenkins) #30

Test results:

Axis can’t pick-up objective (documents) even if it’s dropped. Allies can pick up objective - results in dynamite and pliers added.

Planting dynamite on either A or B works.
Blowing either of two results in Allies Win.

Few screens for fun:

Axis can’t pickup or return dropped objective



Medic took the bomb and now can plant the dynamite




(stealth6) #31

Here are the winning conditions off the top of my head.

Winning conditions (Defence):

  • Bomb must be defused
  • Eliminate all attackers

So even if you have eliminated all attackers you then have to disarm the bomb too.

Winning conditions (Offense):

  • Destroy 1 of the 2 objectives OR Eliminate all defenders

Also instead of editing the .map files of the original maps it would be more interesting to do it with a map script if possible. (less download)
Another suggestion: Make the bomb time a server side cvar (so you can adjust how long it takes till the bomb explodes. 30 seconds might eb a bit long)

EDIT: Also I think it works like SW so 1 team attacks, then they switch. (maybe aowblacky can confirm)


(aowblacky) #32

[QUOTE=xdjenkins;470767]Test results:

Axis can’t pick-up objective (documents) even if it’s dropped. Allies can pick up objective - results in dynamite and pliers added.

Planting dynamite on either A or B works.
Blowing either of two results in Allies Win.

Few screens for fun:

Axis can’t pickup or return dropped objective



Medic took the bomb and now can plant the dynamite



[/QUOTE]

awesome!

few things:

  • if all allies are dead: axis win, map end

  • if all allies are dead, but already planted the bomb: map should continue until axis defuse it -> axis win, map end. if the axis cant defuse it: dyna will blow up -> allies win, map end.

  • if all axis are dead: allies win, map end

this is the main thing in sd. can u add this?

i think this wont be possible if max_lives is used, right? - but if so i can set the respawn-time to 999. it should be possible then… or not?


(xdjenkins) #33

I have no idea about mapscripts.

For the end conditions for defenders I guess it can be done without bigger problems, for attackers I guess it’s already there. For the bomb-timer - will have a look, same for rounds and team switching. Just remember that this mod isn’t on my priority list so you’ll have to wait.


(aowblacky) #34

[QUOTE=stealth6;470770]Here are the winning conditions off the top of my head.

Winning conditions (Defence):

  • Bomb must be defused
  • Eliminate all attackers

So even if you have eliminated all attackers you then have to disarm the bomb too.

Winning conditions (Offense):

  • Destroy 1 of the 2 objectives OR Eliminate all defenders
    [/QUOTE]

right.

Another suggestion: Make the bomb time a server side cvar (so you can adjust how long it takes till the bomb explodes. 30 seconds might eb a bit long)

in cod:bo2 the bomb timer is 45 sec. but ofc bo2 is slower than et (movement)

Also I think it works like SW so 1 team attacks, then they switch.

here are the sd-rules of bo2:

public:

  • team change every 3 rounds.
  • best of 7. the team wich gets 4 points first wins
  • bomb timer: 45 sec
  • plant time: 5 sec
  • defuse time: 5 sec
  • time limit: 2 min

league:

  • team change every round.
  • best of 10. the team wich gets 6 points first wins
  • bomb timer: 45 sec
  • plant time: 7,5 sec
  • defuse time: 7,5 sec
  • time limit: 2 min

but i think plant and defuse time is fine as it is in ET.

[QUOTE=xdjenkins;470783]I have no idea about mapscripts.

For the end conditions for defenders I guess it can be done without bigger problems, for attackers I guess it’s already there. For the bomb-timer - will have a look, same for rounds and team switching. Just remember that this mod isn’t on my priority list so you’ll have to wait.[/QUOTE]

nice, thanks! :wink:


(stealth6) #35

The mapscript comment was directed at aowblacky :smiley:

I don’t know that much about it either, but I think you can remove entities from maps and possibly add a model where the bomb has to be armed with a map script. This would save people having to redownload the default maps and once you know how to implement it in 1 map you could probably quickly implement the same script on many maps.


(aowblacky) #36

[QUOTE=stealth6;470788]The mapscript comment was directed at aowblacky :smiley:

I don’t know that much about it either, but I think you can remove entities from maps and possibly add a model where the bomb has to be armed with a map script. This would save people having to redownload the default maps and once you know how to implement it in 1 map you could probably quickly implement the same script on many maps.[/QUOTE]

i think this is LUA, isnt it? i dont know if its possible to create a new entity via mapscript.


(Micha) #37

lua can remove some objects. I did it with doors, fakebrushs, flags, origins


(xdjenkins) #38

No idea, I think it’s good if you just edit the map and do it the easy way for now at least.

And also pardon, I am compiling without LUA atm.


(aowblacky) #39

+1
anyway, i’ll create new maps sd-maps :wink:


(reaply) #40

[QUOTE=stealth6;470770]Here are the winning conditions off the top of my head.

Winning conditions (Defence):

  • Bomb must be defused
  • Eliminate all attackers

So even if you have eliminated all attackers you then have to disarm the bomb too.

Winning conditions (Offense):

  • Destroy 1 of the 2 objectives OR Eliminate all defenders

Also instead of editing the .map files of the original maps it would be more interesting to do it with a map script if possible. (less download)
Another suggestion: Make the bomb time a server side cvar (so you can adjust how long it takes till the bomb explodes. 30 seconds might eb a bit long)

EDIT: Also I think it works like SW so 1 team attacks, then they switch. (maybe aowblacky can confirm)[/QUOTE]

Well, that’s easy.

Seeing as the limited lives is server sided (1 life per round/ map) it doesn’t matter who dies. If the entire team is wiped it will say the other team wins. No mod needed.