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Map Scripts

Download map scripts and fixes for Enemy Territory.

74 files

  1. bba0-beta2.script

    This patch is to repair some errors and entity warnings this goes into server side map scripts to sync bba0-beta2.bsp
     
    This also sync's the sounds to trigger properly for this patch here https://fearless-assassins.com/files/file/1861-bba0-beta2_patch-fixed-v2
     
    All other changes not highlighted are related to the sound/scripts/bba0-beta2.sounds from changes made to import sounds for ctf_ sounds steals, dropped, returned, scored could not find leads or ties so the reason for leaving the scripting part is encase they get found for future reference.
     

    477 downloads

    Submitted

  2. et_beach_patch.pk3

    This file can be placed inside the mod folder to repair a recursive error that continues to play from entities until the side entrance or main entrance is blown not sure which one
     
    missing folder & sound files
     
    sound/multiplayer/mortar_exp03.wav
    sound/multiplayer/mortar_exp04.wav
     
    fix was to add a sound/maps/et_beach.sps origin was random guess
    speakerScript {     speakerDef {         noise "sound/multiplayer/mortar_exp03.wav"         origin 95.00 4492.00 2014.00         looped "on"         broadcast "no"         volume 40         range 1250     }     speakerDef {         noise "sound/multiplayer/mortar_exp04.wav"         origin 0.00 4098.00 2036.00         looped "on"         broadcast "no"         volume 40         range 1250     } }  
     +
     
    sound/scripts/et_beach.sounds the sound wav file is default sound pak0 pk3\sound\weapons\grenade\gren_expl.wav but the path was not matched had to import to pk3 and rename + add script to .sounds
    mortar_exp03 {     sound sound/multiplayer/mortar_exp03.wav     voice     streaming } mortar_exp04 {     sound sound/multiplayer/mortar_exp04.wav     voice     streaming }  
    This doesn't fix model warning but is null should not affect the server
     
    Warning R_LoadMD3: model models/multiplayer/flagpole/flagpole_reinforce.md3 surf num [0] is using  
    tested with W:ET and W:ETL same results same fix
     
    edit: the screen shot was taken after testing before bots finished the map

    500 downloads

    Updated

  3. fa_egypt_b2.script

    This is almost the same as MLB Egypt but some changes were made to the script so it wasn't possible to use the maps/mlb_egypt.script 
     
    This goes in to etmain/maps
     
    Same as before none of the scripting was removed just marked out the missing sound files but had the same scripting for voiceannounce as the screen shot displays

    492 downloads

    Submitted

  4. mlb_egypt.script

    This goes in to etmain/maps on server side to fix sound errors clients shouldn't have to download this file I don't think
     
    None of the scripting was removed just marked out to stop the errors
     
    There was only 5 sound paths that had wav files to sync to out of 99 voiceannounce commands
     
    I have no clue where the rest of the sound files are another reason for a script adjustment

    463 downloads

    Submitted

  5. Ragnars Battery Script - NoQuarter and ETPro version

    Ragnars Battery Script - NoQuarter and ETPro version
    Game rules:
    axis_respawntime 30
    allied_respawntime 20
    number_of_objectives 6
    set_round_timelimit 20
    Objectives:
    Primary:
    1: Destroy Battery Gun / Defend Battery Gun
    Secondary:
    2: Construct Beach Assault Ramp / Prevent Beach Assault Ramp
    3: Capture West Bunker / Defend West Bunker
    4: Destroy Door Controls / Protect Door Controls
    5: Allied command post
    6: Axis command post

    Changes:
    announce: "The server is running Ragnars Battery Script (noquarter version).

    * After Allies built the Beach Assault Ramp for the 5th time it can only be destroyed
    by dynamite."
    * Assault Ramp near the North-West MG Nest available (see the command map for location).
    Allies can build the Bunker Assault Ramp by using the materials inside the bunker.
    * Axis can rebuild the Backdoor."
    Allies need dynamite to destroy the Backdoor for the first time."
    For all subsequent attacks also satchels can be used."
    * Axis can spawn near the backdoor as long as the Axis command post is built.
    * Axis MG nests and the command post are built on map start.
    * The Generator does not open or close the backdoor, only doors near the Gun and at the
    bunker front close and open as usual."
    * The MG42 nests in the East Bunker (near the Command Post) are removed.
    * Frontline mod."
    * Script includes all ETPro map script fixes.
    * Script includes mortis' map fixes.
    Check: http://forum.splatterladder.com/index.php?showtopic=6662
    for feedback, updatesand bug reports.

    566 downloads

    Submitted

  6. Flame Guards Warzone - Timefix

    Mapscript for Flame-guards warzone Enemy Territory map
    to reduce timelimit additions for advancing Axis.
    Timelimit at start reduced from 20 to 15 Minutes.
    5 Minutes are added instead of 10 for each of 4 objectives.
    This is a server side mapscript.
    Map made for Flame-Guards Clan by Marko Mytho of MLB Clan.
    My first mapscript, Works! Cheers!

    865 downloads

    Updated

  7. dubrovnik_final

    Script for map dubrovnik_final. It blocks the access to the roof.

    318 downloads

    Submitted

  8. wurttemberg_b4

    Fixes wm_endround waitstate. Courtesy Dersaiden.

    257 downloads

    Submitted

  9. sw_goldrush_te

    Fixes wm_endround waitstate. Courtesy Dersaiden.

    296 downloads

    Submitted

  10. tc_base

    Fixes wm_endround waitstate. Courtesy Dersaiden.

    252 downloads

    Submitted

  11. Radar

    Fixes wm_endround waitstate. Courtesy Dersaiden.

    281 downloads

    Submitted

  12. Frostbite Final

    Adjusts wait states and disables speakers when storage wall is destroyed....

    273 downloads

    Submitted

  13. et_ice

    Fixes wm_endround waitstate. Courtesy Dersaiden.

    239 downloads

    Submitted

  14. StarGate_1945

    Not really a bugfix but a minor gameplay change.
    Fixed grammar of the wm_announcements and the upped the charge bar requirement to build the gate to 1.5. This creates more incentive for Axis to come forth and defuse dynamite, rather than simply sit back and rebuilt the gate instantly when it blows.

    222 downloads

    Submitted

  15. Saberpeak_final Competition Script - Very Experimental!

    Fixes timing bug that caused Allies to lose when 40 seconds remain and dynamite is planted. Attempts to fix the ship-damaged-while-blowing-boulder bug where the ship gets messed up. Not sure if bug #2 is totally fixed, it needs some testing on busy servers. Adds progressive forward spawns as the boat advances, first the docks, then the ammo drop zone....making that hellish long walk shorter, and making it easier for Allies to advance the boat/capture the CP bunker.

    283 downloads

    Submitted

  16. Saberpeak_final Bugfix Script - Experimental

    Fixes timing bug that caused Allies to lose when 40 seconds remain and dynamite is planted. Attempts to fix ship-damaged-while-blowing-boulder bug where the ship gets messed up. Not sure if bug #2 is totally fixed, it needs some testing on busy servers.

    254 downloads

    Submitted

  17. Caen2

    MISSION:
     
    The Allies have control of Caen and have set up a Battalion Headquarters across the river. The Axis are trying to regain control of the town and get to a broken down tank, break into battallion HQ, and steal combat intelligence.
     
    OBJECTIVES (AXIS):
    - Take control of the town.
    - Repair the tank.
    - Escort the tank across the river.
    - Break into the Allied Battalion Headquarters.
    - Steal the maps.
    - Escape with the maps.
    - Prevent the Allies from establishing a Command Post.
    - Set up a Command Post inside the town hall.
     
    OBJECTIVES (ALLIES):
    - Defend the town.
    - Prevent the Axis from repairing the tank.
    - Stop the tank from crossing the river.
    - Don't let them break into Battalion HQ.
    - Protect the maps.
    - Do not let the Axis get away with our maps.
    - Establish a Command Post inside the town hall.
    - Prevent the Axis from fortifying their position with a Command Post

    243 downloads

    Updated

  18. Caen

    Fixes MG42 lean + use exploit +Ragnar's pillar exploit fixes

    192 downloads

    Submitted

  19. Raiders

    Fixes oil tank exploits

    174 downloads

    Submitted

  20. Snatch 2 : Competition Version - beta1

    Summary of changes:
     
    All MG nests removed
    All truck barriers removed (making it parts-truck-wall-escape or wall-parts-truck-escape)
    Removed bridge
    More autospawn tweakage (irrelevant to comp)
    Allied - Axis spawntimes set to 20/30 instead of 15/30
    Map time reduced from 20mins to 15 mins (reduced to accomodate removed barriers)
    Began process to remove health/ammo cabs (not sure how many to keep or remove)
     
    Future changes:
     
    remove some/all health cabinets?
    remove some teamdoors to speed Axis travel times?
    make truck easier to damage?

    182 downloads

    Submitted

  21. Snatch2

    This is beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback.
     
    Corrected autospawns
    Corrected endgame wait states
    Removed bad TWO and spawns at CP
    Created correctly working TWO and spawns at CP
    Made a new autospawn system
    Added wm_announcements for CP spawn activity

    198 downloads

    Submitted

  22. El Kef Final

    I have made a version of the new el_kef_final that makes a minor correction in the intial autospawn wait, so that autospawns are set before players spawn. This in addition to Marko's spawn bug fix.

    214 downloads

    Submitted

  23. SW_fueldump

    Updates many aspects of gameplay: time is reduced to 15 mins, depot defenses can be knocked down with grenades, bridge is easy to build, tank is fast and invulnerable, except at the end of the map, after blowing the side wall, the tank becomes 'normal', and now features a spline 71 autospawn at command post (if active). Only stage 1 of the east defnses can be built.

    203 downloads

    Submitted

  24. Fueldump with "Loffy" teamdoors

    Fueldump with "Loffy" teamdoors

    181 downloads

    Submitted

  25. Abridged fueldump

    Another reduced/accelerated fueldump version (somewhat akin to the various sw_fueldump flavors) by nUllSkillZ. Tank speed should be raised (suggestion 1.25)! Yet another flavor of fueldump for you!
     
    Introduction: "Quicker Fueldump" is an ET-Pro V 3.2.6 mapscript modification with the following features:
    - Global -- timelimit: 20 -- Axis spantime: 25 -- Allied spawntime: 20 -- Tank is invulnerable - 1st stage -- Allied first spawn and tankstart at 2nd wooden hut (original Allied spawn still present and choosable but reduced to 6 spawnpoints) -- Bridge only one stage constructible with a chargebarrequest of 1.25 -- Footbridge chargebarrequest 0.75
    -- Tank destroys Tunnelentrance immediately after passing the Bridge
    - 2nd stage -- capturable spawnflag at Garage (only for allied)
    if captured by allied flag can be choosen as spawnpoint spawn is independent of Commandpost state -- Garage Ammo-/Health-cabinet available from startup independent of Commandpost state -- Tank destroys Maingate after leaving the Tunnel Garage spawnflag switches to default and is removed -- final Tankposition in front of Maingate
    enables another choosable allied spawn in the room near the tunnel exit
    -- Sidewall is dynamitable -- Axis teamdoor inside Fueldump building removed -- Depotgates are still two stage constructibles
    but will be removed completely stage by stage after first time full construct and some additional fixes from mortis and reyalP

    198 downloads

    Submitted


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