About This File
To many changes to list them all and definitely couldn't patch it you'll see if you open this box of candies up
Changes if your curious
baserace_desert.script was replaced with a edited version by me of course
scroreboard.shader trashed not used properly deleted associated textures as well
baserace_desert.shader called for 100 images that were not properly used trashed it went back to basics
gfx/2d remaped shaders with new shaders using remapshaderflush all hand made from the first compass already made
dumped gfx/2d/scoreboard was a waste of space for the intent of the build
did a clean up on isle 3 cptnt_baseracebeta3.shader env was not functioning guess to many typo's by the author
textures/lights/light_m1r.tga and textures/lights/light_m1r.tga was missing to just dropped a deuce on it XD
Total time to trace fixes about 6 hrs
Technical issue was here to explain the author wanted to do a scoreboard that wasn't being properly used
it was maxed out on 6 on each side was no need for so many scripts and shaders so it was semperfi'ed
game_manager
{
spawn
{
remapshader "textures/cptnt_baseracebeta3/flag_axis_spawn1" "textures/cptnt_baseracebeta3/flag_axis_spawn1"
remapshader "textures/cptnt_baseracebeta3/flag_allied_spawn1" "textures/cptnt_baseracebeta3/flag_allied_spawn1"
remapshader "gfx/2d/compass.tga" "gfx/2d/compass.tga"
remapshaderflush
wm_axis_respawntime 30
wm_allied_respawntime 30
wm_number_of_objectives 7
wm_set_round_timelimit 30
wm_set_main_objective 1 0
wm_set_main_objective 1 1
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 4 0 0
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
accum 1 set 0
accum 2 set 0
accum 3 set 0 //keeps track of who is winning in case time expires
accum 4 set 0
accum 5 set 0
accum 6 set 0
accum 7 set 0
//wait 3000 <------ I left this by accident XD
//trigger game_manager tie <------ I left this by accident XD
}
trigger findwinner
{
wm_setwinner -1
accum 3 abort_if_equal 0
wm_setwinner 1
accum 3 abort_if_greater_than -1
wm_setwinner 0
}
trigger allies_win
{
wm_setwinner 1
wm_announce "^NThe Allied Team has completed their Base! Congradulations Allies!"
wait 2000
wm_endround
}
trigger axis_win
{
wm_setwinner 0
wm_announce "^NThe Axis Team has completed their Base! Congradulations Axis!"
wait 2000
wm_endround
}
trigger checkgame_axis
{
accum 2 abort_if_not_equal 39
trigger self axis_win
}
trigger checkgame_allies
{
accum 1 abort_if_not_equal 39
trigger self allies_win
}
trigger axis_score
{
accum 2 inc 1
accum 3 inc -1
trigger self checkgame_axis
trigger self findwinner
trigger self announcer
}
trigger allied_score
{
accum 1 inc 1
accum 3 inc 1
trigger self checkgame_allies
trigger self findwinner
trigger self announcer
}
trigger axis_spawn_lv1
{
wm_axis_respawntime 28
}
trigger axis_spawn_lv2
{
wm_axis_respawntime 25
}
trigger axis_spawn_lv3
{
wm_axis_respawntime 21
}
trigger axis_spawn_lv4
{
wm_axis_respawntime 16
accum 4 set 1
trigger game_manager axis_superspawn_check
}
trigger allied_spawn_lv1
{
wm_allied_respawntime 28
}
trigger allied_spawn_lv2
{
wm_allied_respawntime 25
}
trigger allied_spawn_lv3
{
wm_allied_respawntime 21
}
trigger allied_spawn_lv4
{
wm_allied_respawntime 16
accum 6 set 1
trigger game_manager allied_superspawn_check
}
trigger axis_superspawn_check
{
accum 4 abort_if_not_equal 1
accum 5 abort_if_not_equal 1
wm_announce "^2Synergy Bonus! ^gThe Axis have unlocked Super Respawn!"
wm_axis_respawntime 14
}
trigger allied_superspawn_check
{
accum 6 abort_if_not_equal 1
accum 7 abort_if_not_equal 1
wm_announce "^2Synergy Bonus! ^gThe Allies have unlocked Super Respawn!"
wm_allied_respawntime 14
}
trigger axis_superspawn_synergypoint_2
{
accum 5 set 1
trigger game_manager axis_superspawn_check
}
trigger allied_superspawn_synergypoint_2
{
accum 7 set 1
trigger game_manager allied_superspawn_check
}
trigger announcer
{
accum 3 trigger_if_equal -6 game_manager axis_6
accum 3 trigger_if_equal -5 game_manager axis_5
accum 3 trigger_if_equal -4 game_manager axis_4
accum 3 trigger_if_equal -3 game_manager axis_3
accum 3 trigger_if_equal -2 game_manager axis_2
accum 3 trigger_if_equal -1 game_manager axis_1
accum 3 trigger_if_equal 0 game_manager tie
accum 3 trigger_if_equal 1 game_manager allies_1
accum 3 trigger_if_equal 2 game_manager allies_2
accum 3 trigger_if_equal 3 game_manager allies_3
accum 3 trigger_if_equal 4 game_manager allies_4
accum 3 trigger_if_equal 5 game_manager allies_5
accum 3 trigger_if_equal 6 game_manager allies_6
}
trigger axis_6
{
wait 2000
wm_announce "^NThe Axis have a commanding lead!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassaxi6.tga"
remapshaderflush
}
trigger axis_5
{
wait 2000
wm_announce "^NThe Axis are ahead by 5!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassaxi5.tga"
remapshaderflush
}
trigger axis_4
{
wait 2000
wm_announce "^NThe Axis are ahead by 4!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassaxi4.tga"
remapshaderflush
}
trigger axis_3
{
wait 2000
wm_announce "^NThe Axis are ahead by 3!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassaxi3.tga"
remapshaderflush
}
trigger axis_2
{
wait 2000
wm_announce "^NThe Axis are ahead by 2!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassaxi2.tga"
remapshaderflush
}
trigger axis_1
{
wait 2000
wm_announce "^NThe Axis are ahead by 1!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassaxi1.tga"
remapshaderflush
}
trigger Allies_6
{
wait 2000
wm_announce "^NThe Allies have a commanding lead!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall6.tga"
remapshaderflush
}
trigger Allies_5
{
wait 2000
wm_announce "^NThe Allies are ahead by 5!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall5.tga"
remapshaderflush
}
trigger Allies_4
{
wait 2000
wm_announce "^NThe Allies are ahead by 4!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall4.tga"
remapshaderflush
}
trigger Allies_3
{
wait 2000
wm_announce "^NThe Allies are ahead by 3!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall3.tga"
remapshaderflush
}
trigger Allies_2
{
wait 2000
wm_announce "^NThe Allies are ahead by 2!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall2.tga"
remapshaderflush
}
trigger Allies_1
{
wait 2000
wm_announce "^NThe Allies are ahead by 1!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall1.tga"
remapshaderflush
}
trigger tie
{
wait 2000
wm_announce "^NThe Score is Tied!"
remapshader "gfx/2d/compass.tga" "gfx/2d/compassall0.tga"
remapshaderflush
}
}
Tho I dumped the old stuff I did however edit the shader for the textures above that are being remapshaderflush it wasn't required but for cleanness I did add the correct shader format for it encase other maps get involved in the future this will lock them out
This includes way and goals for bots enjoy
Edited by papywolf
no waypoint files
What's New in Version 2.0.0
Released
This update is to fix a overlap of compass carrying over to other maps my mistake
quick fix was using default location sorry just changed the map.script map.shader and created a new folder for gfx/2d/dd_pass/ and renamed locations properly