I tested today, but only on one PC, so we need to repeat tomorrow. I found few problems on testmap:
- server crashed when changing map
- client crashed when trying to "use" AA gun
Tomorrow I'm ready till 20:00 for testing. Sorry for today, I returned too late.
Andy, took the levels folder you attached for fixed_Scriptstester. Put it in Lelvels folder, opened it, finalized it, and the traps dont spawn randomly. Not sure what has happened. I remember when i got this the first time it worked like a charm,..randonly switching tree locations. Im not sure what is going wrong, but the traps stay at the same trees everytime. Am i missing linking, or something else?
at the same trees or at all trees? i tried it in one map and it works fine. Just create one tree with trap somewhere outside/under terrain and then duplicate it few times. Don't forget correct names and delete traps except the one under terrain. Don't link it to objects. And - ofcourse, assign script to trap in level.c
Sorry if there is something wrong, it is long time ago i made it so maybe i forgot something.
Ando, on the whip traps. The wooden stake marker is directly over the trip line. I want to move it below the level of the terrain for all the whip traps (since i duplicated the whip trap tree 4 times). From your fixed file (VET_ScriptTester), everything works perfectly with the duplications of the trees/traps. Its just the wooden stake i want to hide under the terrain...
I figured it out, sorry. I went to subobject mode...selected the "sign" then went into "Open Select window" then show subentities. Then i selected all of the signs from each whiptrap and macetree...then lowered them all simultaneously underneath the terrain...worked perfect.
From tutorial post:
- turn on sub object selector
- select and move "sign_place" dummy where you want a sign to appear.
- do it for every "tree"
With every "tree" object is dummy sub object called "sign_place". by default it is in middle of wire but you should move that dummy where you need that sign to appear. If you don't want that sign at all then move it under ground.
From tutorial post:
- turn on sub object selector
- select and move "sign_place" dummy where you want a sign to appear.
- do it for every "tree"
With every "tree" object is dummy sub object called "sign_place". by default it is in middle of wire but you should move that dummy where you need that sign to appear. If you don't want that sign at all then move it under ground.
Could you please share your advice, and scripts...
I have a mission already made with waypoints and everything. It is a Night mission which i could never get the tripflares working. If it is ok, i wouldnt mind releasing this once the trip flares were in and working as you and me making this mission...
if there are others involved with the trip flares ill add them in the credits as well..
Do you have ventrilo, or any other voice communication program setup so we can talk?
SSA - Sharp Shooter Assault
idea for vietcong: apfelbaum
script by: Ando
description: Fight with everybody. No teams, no rules. Weapon cycles to a random weapon after 20 seconds. Every player have same weapon simultaneously.
You will see remaining time for next cycle on screen.
GG - Gun Game
idea for vietcong: apfelbaum
script by: Ando
description: Fight with everybody. No teams. Every kill give you new level and new weapon. Who reaches to highest level is winner.
While pressing TAB, you will see weapon list and your level on screen. Player points will show reached levels.
HTF - Hold The Flag
idea for vietcong: LG
script by: Ando
description: Fight with everybody. No teams. You must capture the flag and hold it.
Every second while you hold the flag, will give you one point.
Duel
idea for vietcong: Ando
script by: Ando
description: No teams. All will spawn with one bullet. When all players are out of ammo, then will come new round for players who are alive. All damages will remain and player will spawn near each other again. That will repeat until there is only one player alive. After that all will spawn again.
Airsoft
idea for vietcong: LDC
script by: Ando
description: Team game. When player is hit then he will be with raised hands and not killed. Then player must return to home base to start fighting again.
Teams must conquer neutral flag and hold it. Every second while one team hold the flag, will give one point.
Zombie
idea for vietcong: Ando
script by: Ando
description: No teams. All will spawn as humans. When player is hit then he will change to zombie. Zombie don’t have weapon and he cant shoot but when he touch human then that human will change to zombie too. After all are zombies then players will spawn as humans again.
If there is interest for more testings, then I will release test map for all my MP sync. object scripts too.
Its far from perfect but most objects should be without bugs.
Ando, In your script notes you mention recovery points being added after batch 1.7 , I don't have those recovery points and can you enlighten me on batch 1.7 ? Is this an update for editor?
For those mode scripts are 3 options to add recovery points
- custom recover point id = 27 for GG; 28 for SSA; 29 for HTF
- waypoint name "SSA_'nr'" or "GG_'nr'" or "HTF_'nr'"
- if none then script will use DM recovery points
1.7 is out of option now
but I will attach that file for you
file location: Vietcong\dev\editor\respawn_points.ini
Just replace file and there will be new recovery points
Great work Ando,
Fixed GG and SSA, BUT, HTF crashes after loading. Believe the flag is the issue. I added CTF flags but still crashes.
I read your editor tutorial and seen it says added flag icon, but I don't have one.
Does the multiplayer helper.inc need edited? If so, what do I need to add?