script problems


(macbeth) #1

i tested today the script
Rhineland Bridge 4 script by peyote


and when i did nextmap to can play rhineland the server crashed ( i tested twice to be sure )
when i removed the script all was back oki

any ideas?

we still run nq 123 and usually the scripts dont crash our server and are fine


(ailmanki) #2

The script does delete the old objective, and well that crashes…

I modified the script, I guess I did not notice back then that I could have just used a existing function…
I could not test it yet, but maybe I made no error and it works… rhineland_bridge_4.zip (3.25 KB)
maybe I had a good reason for using delete :smiley: dont know anymore.


(macbeth) #3

thanks you to answered so fast
was mine friend Berzekr who told me to post here (no way to have him back on ET ?) he is missing a lot
will test the script tomorrow


(antman) #4

[QUOTE=ailmanki;394766]I modified the script, I guess I did not notice back then that I could have just used a existing function…
I could not test it yet, but maybe I made no error and it works… rhineland_bridge_4.zip (3.25 KB)[/QUOTE]
Thanks for the update, uploaded the new version to my mapscripts repository.


(macbeth) #5

for caen.pk3 did a way to make a script to can use the window to can enter in the allies base cuz it is blocked for caen
and to have a script for this version to have the flag not capturable anymore by the allies when the tank is moved ?
thanks you
sorry to ask so much


(ailmanki) #6

hehe, quick in updating, ah the pressure … I wonder if it the script also works that way, since I did not test it - its pure theory… :eek:

thanks antman for keeping that repository up!

I should take an effort, and release more of my scripts :slight_smile: There is one in particular, I wasnt allowed to release for a long time, and now I am allowed since a half year or so - and I havent yet - Warbell extension, where the Wargod also wants gold not only sacrifices :). Should do this soon.

Its ok to ask, as long as you can accept a no… :slight_smile:
But in this case its a yes… lol. Yet I am not sure what you want.
Make flag permanent is no problem. But the window , I am not sure which window you are talking about - and then what I should do with it.


(macbeth) #7

yes this window can u unblock it please
yes with some windows u can get into the room witout need to dyno a door (like for example whoreage canyon)
and for the flag to have it permanent will be great
thanks you


(macbeth) #8

for rhineland bridge i just tested it but same when u dyno the gun outside the map dont end :d
i might miss something cuz i found only one gun to dyno
wm_announce “^3Allies have destroyed the North Gun.”
wm_announce “^3Allies have destroyed the South Gun.”


(ailmanki) #9

There are 2 of these guns in the map, one is in the first part (in bunker section where the CP is), where the map ‘begins’ on the left side. The second is after the bridge on the right side. Actually I thought I managed to get it to display something on the command map… but not sure.

I will have a look at the map somewhen this or next week, I doubt that the window can be unblocked. Though as a hack it might be possible to increase the range of the mg … so that players outside could use it… lol - just what some scripts do prevent there.

btw say v54 to Berzerker from me :slight_smile:


(macbeth) #10

i told him
then just made the script for the flag to have it permanent

we will test tomorrow the rhineland bridge script


(macbeth) #11

about scripts
did scripts might change the allies attacking to have them defending
will be great to can have that


(ailmanki) #12

switching sides is complicated, each spawn would need to be modified and the script also. Its basically a big modification to the map.
If nq123 had the ‘delete’ statement it might have been possible, but since a spawn consists of many entities, its probably not possible todo with mapscripts anyway.

I will make the small changes to Caen4 for the flag and tank, the window will see what there can be done.


(macbeth) #13

rhinelandge script added and works perfectly
thanks you Ailmanki
waiting now for caen :stuck_out_tongue:
the only problem we can heard is than the gun at the left will be enough easy to destroy if guys dont use the way (cp) you see what i mean :slight_smile:

they will try to jump and put the dyno :d


(Mateos) #14

Since which version NQ does include the Tower spawn for Railgun and the CP spawn for Fuel Dump?

About Caen: not sure if you speak about Caen 1 (With flag not disappearing and a Tank barrier) or Caen 2 (Flag disappears and no barrier)?

It would be or delete barrier nor add it, depending on version?


(ailmanki) #15

No idea which NQ version has that, but adding new spawns is not a problem, but switching teams, we speak about removing 100entities (each spawn has about 20 spawns, there are 2 spots for each team, so probably about 100 entities) and adding again 100 entities, maybe that will not work. And TBH to much boring work… lol, also I dont want to modify an existing map like that.

Its about Caen 4.


(Mateos) #16

Ah did not get it, sorry :confused:

Is the Caen source available? :stuck_out_tongue: