New map features


(S. Monkey) #1

I’m currently coding a new mod (specops) which gives level designers some new features:

  1. Anti-aircraft guns. Building one of these stops the enemy launching airstrikes

  2. Parachute spawn points. Self explainatory - these are obviously disabled along with airstrikes if the enemy has an AA gun

At some point in the future I’m going to ask people to design levels for this mod. Before that, I’d like to get some feedback from mappers about what features they want to put in levels, but need to be coded.


(neotic) #2

Cool stuff. I think it would be awesome if you could do all this stuff… but some how could you figure it out so that a map could have these yet still play on servers without your map mod? Then you’d probably really take off.


(S. Monkey) #3

I can do that stuff, because I aleady have :slight_smile:

No, there is no way for a map developed for my mod to be played on an unmoded server. This shouldn’t be a problem though.


(CptnTriscuit) #4

Parachuting in whereever should be the covert-ops level 5 skill :slight_smile:


(S. Monkey) #5

I’m not sure about that. The level designer should get to dictate where people spawn.

Anyhow, are there any features that you lot want me to add to specops to allow you to do new things with maps?


(G0-Gerbil) #6

You don’t need a mod for either of these ideas as far as I’m aware, just that neither has been used in a map.
You could just dump a huge solid script mover above the sky to stop ait strikes (I think… but I’m pretty sure an air strike cannister under the tank is blocked).
As for parachuting in, search here for comments on how this could be done normally.


(S. Monkey) #7

For AA guns using a script mover - it would block both teams strikes, even if it did work which i seriously doubt

For parachutes, the methods suggested would be very difficult and sloppy.

In both cases, the coded method is far better.

To be honest, I’m a little surprised that nobody has anything theyd like to do which can’t be done in scripts. I was under the impression level designers were constantly trying to do impossible or near-impossible things.


(=DaRk=CrAzY-NuTTeR) #8

the AA gun is a cool idea, but i think that the AA gun(s) should have to have the same scriptname/target name so that the code/script can take them out when used on a non-modded server


(S. Monkey) #9

Can’t. Be. Done.

If an AA Gun map was to be run on an unmodded server, the server would error when it tried to parse the script.


(=DaRk=CrAzY-NuTTeR) #10

ok

are you sure there isnt anything i can add to the script file to make my map work on both servers?

if not ill just make 2 seperate versions


(S. Monkey) #11

I don’t think there is anyway to get the parser to skip a command. Unless, of course, I modify the parser…


(LaggingTom) #12

Akimbo panzers? :wink:


(S. Monkey) #13

Great idea! because one panzer just isn’t annoying enough!


(Mr_Tickles) #14

What do people think about a radio jammer?

It could knock out the arty strikes aswell, and Spider also suggested to me that it could knock out all the chat features and all objective notifications etc.

It could just be like another command post.


(=DaRk=CrAzY-NuTTeR) #15

yeah, you cant talk to other players with teamchat or vsay unless the CP is built and wot would make it better would have a neutral command post, dog fights

BTW plz put akimbo panzers in


(G0-Gerbil) #16

For AA guns using a script mover - it would block both teams strikes, even if it did work which i seriously doubt

For parachutes, the methods suggested would be very difficult and sloppy.

You are very quick to dismiss ideas you haveny bothered to try out. The first idea your point about it blocking both teams is correct, but serioously doubting whether it’d work when it most likely would kind of makes me wonder how much you actually know of ET :confused:
For parachutes, they’d be difficult to set up, but would work - again, you criticise without knowledge.

Good luck on the mod, even if it really needs more features otherwise it’ll never get popular - forcing mappers to make a map specifically for it sounds like a bad idea - although I think you can write server scripts that remove objects from maps, meaning a map might well be able to work on both if properly named, the normal server could ‘simply’ remove any mod-specific objects (not sure on this - ask siliconslick he = server config master).
Or, alternatively you could make your script file parser parse comments that begin with a special tag you choose, meaning only your mod processes these commands. If you made it so that your special brush features were just (say) script_movers etc controlled by your specially parsed script reader, then people would just make them for the normal map and sntstate them to invisible on map start (so they don’t attempt to affect unmodded servers in nasty ways) then for your mod they are setstated as appropriate at map start with your special functions, then you’d have maps that work in both modded and unmodded servers.

Of course, I don’t know if the ET source gives you access to the script parser or not, but thought I’d chuck out the ideas.


(S. Monkey) #17

It most likely would? I explained to you why it DEFINITLY WOULDN’T work - if you disagree then make a map and prove me wrong. When you make a mod, you can then bitch about who knows stuff about ET.

For parachutes, they’d be difficult to set up, but would work - again, you criticise without knowledge.

I know exactly how people propsed putting parachutes in the game - I coded parachutes into SpecOps specifically because none of the methods discussed on this forum were satisfactory. Again, if you are so clever, try and prove me wrong. Making parachutes with invisiible script movers would be complicated and look crap.

Good luck on the mod, even if it really needs more features otherwise it’ll never get popular - forcing mappers to make a map specifically for it sounds like a bad idea - although I think you can write server scripts that remove objects from maps, meaning a map might well be able to work on both if properly named, the normal server could ‘simply’ remove any mod-specific objects (not sure on this - ask siliconslick he = server config master).

Its not about removing objects from the map, its about parsing the script. The commands the AA gun use are not recognised by vanilla ET, so if you try to load the level it will produce and error. Parachute spawns, on the other hand, will appear in ET - the spawning player will simply drop.

More to the point, If someone with vanilla ET attempts to join a server running a specops map, ET will simply download specops. It’s not exactly a major hassle.

Or, alternatively you could make your script file parser parse comments that begin with a special tag you choose, meaning only your mod processes these commands. If you made it so that your special brush features were just (say) script_movers etc controlled by your specially parsed script reader, then people would just make them for the normal map and sntstate them to invisible on map start (so they don’t attempt to affect unmodded servers in nasty ways) then for your mod they are setstated as appropriate at map start with your special functions, then you’d have maps that work in both modded and unmodded servers.

Of course, I don’t know if the ET source gives you access to the script parser or not, but thought I’d chuck out the ideas.

The point I was making, is it doesn’t matter. I DO have access the script parser, and can change it, but that isn’t much help for getting levels to run on vanilla ET.


(G0-Gerbil) #18

It most likely would? I explained to you why it DEFINITLY WOULDN’T work you tard - if you disagree then make a map and prove me wrong. When you make a mod, you can then bitch about who knows stuff about ET.
To which you’ll notice I replied you were right about it blocking both teams. But as a means of generally stopping air strikes, the script mover could work. While not as precise as yours, it’s still an idea that people might want to use - eg there’s some new way of imposing radio silence or something.

I know exactly how people propsed putting parachutes in the game - I coded parachutes into SpecOps specifically because none of the methods discussed on this forum were satisfactory. Again, if you are so fucking clever, try and prove me wrong. Making parachutes with invisiible script movers would be complicated and look crap.
My oh my what an angry little boy you are :slight_smile: I can see with your attitude you’ll work up a huge amount of support. I can already see this mod being the ‘mod to end all mods’ :slight_smile:
My method would more than likely work - that I’ve never ‘proved’ it is simply because I’ve never wanted parachutes in my level, nor has anyone else done it, is simply because in most cases, parachutes are merely a gimmick and of no actual use in a map. Wolf-tactics had 'em, and virtually no-one used them. Mind you, sadly, no-one really played WT despite it being a rather good mod. If I can be arsed and have the time, I’ll gladly prove you wrong just to point out publically what a loud-mouthed reactionary twat you appear to be :slight_smile:

More to the point, If someone with vanilla ET attempts to join a server running a specops map, ET will simply download specops. It’s not exactly a major hassle.
Yes it is since most servers run either shrub or ETPro to get around major ET bugs / admin problems. You are preventing them using that. Unless your mod offers something to counter-act these (which your mod page says nothing about) then people won’t want to run it, especially since it really offers nothing of value except the team-specific no FFE stuff.

The point I was making, is it doesn’t matter. I DO have access the script parser, and can change it, but that isn’t much help for getting levels to run on vanilla ET.
Thanks for not reading my post properly then - with access to the script parser you CAN make it work how you want by processing comments.
Vanilla ET ignores comments, so you embed your code in comments, eg:


wm_announce "AA guns enabled!"
// NEWMODTAG wm_disable_airstrikes 0

You’d read comments for NEWMODTAG and if found, strip that off and process the rest of the line.
Easy, and now you’ve got scripts that can work in both normal ET and your mod.

Anyway, I can see you are a very annoyed youngster, so I’ll leave you to it - but bear in mind attempting to annoy mappers who might have been interested in your mod is not the way to go, nor is showing you’ve not really thought things out. While I admire you for attempting to put in a nice feature for ET, it’s not worth a new mod, and I hope you aren’t too disappointed if your mod fails, one can foresee from your attitude you’ll probably have a rant.


(S. Monkey) #19

Do I hear a backtrack? You were originally claiming that the entire AA gun thing could be done in scripts, and now you have realised how stupid you were to suggest it.

My oh my what an angry little boy you are :slight_smile: I can see with your attitude you’ll work up a huge amount of support. I can already see this mod being the ‘mod to end all mods’ :slight_smile:
My method would more than likely work - that I’ve never ‘proved’ it is simply because I’ve never wanted parachutes in my level, nor has anyone else done it, is simply because in most cases, parachutes are merely a gimmick and of no actual use in a map. Wolf-tactics had 'em, and virtually no-one used them. Mind you, sadly, no-one really played WT despite it being a rather good mod. If I can be arsed and have the time, I’ll gladly prove you wrong just to point out publically what a loud-mouthed reactionary twat you appear to be :slight_smile:

I make a thread offering to help mappers and you com in and flame me without actually understanding what you are talking about. Get out of my thread.

Yes it is since most servers run either shrub or ETPro to get around major ET bugs / admin problems. You are preventing them using that. Unless your mod offers something to counter-act these (which your mod page says nothing about) then people won’t want to run it, especially since it really offers nothing of value except the team-specific no FFE stuff.

Nothing of value. Wheres your mod? if you are so clever, show me anything of worth you’ve done for ET - and It’ll be my turn to rip into it. Unless, of course, you haven’t produced anything of worth.

Thanks for not reading my post properly then - with access to the script parser you CAN make it work how you want by processing comments.
Vanilla ET ignores comments, so you embed your code in comments, eg:


wm_announce "AA guns enabled!"
// NEWMODTAG wm_disable_airstrikes 0

Right, so you still get an AA gun in the level that does nothing. Brilliant idea. Kind of defeats the point.

Anyway, I can see you are a very annoyed youngster, so I’ll leave you to it - but bear in mind attempting to annoy mappers who might have been interested in your mod is not the way to go, nor is showing you’ve not really thought things out. While I admire you for attempting to put in a nice feature for ET, it’s not worth a new mod, and I hope you aren’t too disappointed if your mod fails, one can foresee from your attitude you’ll probably have a rant.

I really don’t care what you think of me. Stop pissing on my thread you little troll.


(MadJack) #20

Hey Monkey… Can’t you have a discussion with people? Drop the foul language please it just annoys people. IMO if you can’t debate your ideas without cussing shows a lot about you.

Calm down, we’re all here to help each others so no point behaving like that.