Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - TunPal

Pages: [1]
1
General / Re: Faster loading map
« on: 05.02.2014, 23:48:32 »
no its not xreal
its a different mod but it must be present on server side to enjoy hd textures

2
DooC-Server / Re: Spawn points for goldrush
« on: 05.02.2014, 21:54:26 »
And we have touchdown, yes I agree with tunpal, it would have a disadvantage to axis if they are further away, so enabling it when the gold is stolen is a better option, but perhaps we can up the number of slots to 12, for when the server gets busier
or move axis spawn to the upper room right of truck road

3
General / Re: Faster loading map
« on: 05.02.2014, 21:50:37 »
mmmm ok so i have a very huge PC for this game ahah

Does an "HD" ET-version exist??

i have a GT640 Nvidia (2Go DDR3), 8Go DDR3, Intel i5 3350p (4heart,3.1Ghz), running ubuntu 12.04.
i think there are  HD ET textures  and HQ ET; 2 different skin mods the first is about 300MB and the second is ~100MB (im not sure)
you should increase  zonemegs too to avoid any lag

4
DooC-Server / Re: Spawn points for goldrush
« on: 02.02.2014, 17:29:49 »
i think we should delay the new axis spawn till allies load the gold crate and escape
what do you think?
putting axis in the new spawn gives advantage for allies since axis are too far from them

 ?( ?(  8o

5
DooC-Server / Re: Spawn points for goldrush
« on: 02.02.2014, 17:22:20 »
ok guys it works now
added 5 spawn slots (only) for axis
added aleret for entities before calling the spawn
adjusting wait function to allow server loading trigger
now axis autospawn in the "Axis Gate" area when tank blows the bank door


6
DooC-Server / Re: Spawn points for goldrush
« on: 02.02.2014, 15:05:08 »
ok we have problem
the spawn trigger is activated when allies blow the gate we have printed message indicating that the new autospawn is working but...Axis spawn in tank depot
we should increase wait function when calling setstate and decerase the first setautspawn to avoid calling setstate before loading entities
then we need to alertentity when spawning the new entities from the very begining of the map
i think bani's fueldump autospawn fixes script can be an example for ouy work.
what do you think?

7
DooC-Server / Re: Spawn points for goldrush
« on: 02.02.2014, 13:29:03 »
..

kissaki can you uplaod this to the warserver for a final check
did you check the script first?
you (or he) uploaded it last time without checking it

8
DooC-Server / Re: Spawn points for goldrush
« on: 01.02.2014, 14:18:03 »
still some errors i ddint test the script
but there are some issues

with setautospawn there are always this // for comments it will not work
//setautospawn   "Tank Depot"   0
//setautospawn   "Allied Spawn"   1   
should be without "//"
the same for other setautospwan

setautospawn "Allies Spawn" 1
setautospawn " Axis Gate" 0

then rename Allies Gate to Axis Gate

goldrushgate_obj
{
   spawn
   {
      set
      {
         
         description "Allies Gate"   // "Axis Gate" instead  dont forget to rename autosetspawn too from Allies Gate to Axis Gate
         message "Allies Gate"   // " Axis Gate"  instead
      wait 50
      setstate goldrushgate_obj invisible
      setstate goldrush_spawn invisible
      }
      

   }

   trigger on
   {               
      setstate goldrushgate_obj default
      setstate goldrush_spawn default
      wm_announce "Axis Gate spawn enabled!"    // announces the the second Axis autospawn
      wm_announce "^7Visit ^1www.dooc-clan.de" // what's this?
   }
   
      trigger off
   {               
      setstate goldrushgate_obj invisible
      setstate goldrush_spawn invisible
   }
}
         

9
DooC-Server / Re: Spawn points for goldrush
« on: 31.01.2014, 11:38:50 »
tunpal may u fix leevens script to final one ? :D thx

ahhh also thx to leev 4 his work xd

try to change this
 
Code: [Select]
create
           {
                   scriptName "goldrushgate_obj"
                   classname "team_WOLF_objective"
                   targetname "goldrushgate_obj"
                   origin "2896 1569 -415"        // z = CC_FILTER_ALLIES(5)
                  [s] spawnflags 2        // TEAM_ALLIES[/s]
}

replace spawnflags 2 to 1 //TEAM_AXIS
change it for all create commands
then
replace "team_CTF_bluespawn" by  "team_CTF_redspawn"

Code: [Select]
create
               {
                     classname [s]"team_CTF_bluespawn"[/s]  // make "team_CTF_redspawn" instead
                     scriptname "goldrush_spawn1"
     targetname "goldrush_spawn"
                     spawnflags 2  // make 1 for axis_team
                     origin "2896 1569 -415"
                     angle "-89"
}

replace autosetspawn too !!

remove wm_announce "^2Tank has been stolen"
        wm_announce "^2Construct tank barriers"
   from line 289 to 290

need some time to investigate it all

10
DooC-Server / Re: Spawn points for goldrush
« on: 30.01.2014, 23:19:49 »
It changes the spawntime from 19 / 10 to 20 / 15. Deliberate?
Glancing over it I also couldn’t imagine why the gold-area triggers were removed?
it need some fixes but i didnt notice that issue
good work leeven but there are some issues
when the map begins there are 2 announcements in the wrong time
the script actually add extra allies spawn not axis one as described above
 

11
DooC-Server / Re: Spawn points for goldrush
« on: 26.01.2014, 22:50:55 »
you can post it here

12

DOES SOMONE KNOW A SCRIBT OF MAP V2BASE TO DISABLE THE BUG ?
what bug?  8o

Pages: [1]