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Baserace Desert Fixed and waypoints 2.0.0

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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 :P 

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 

 

Spoiler

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

baserace_desert waypoints.rar

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

 

Untitled-1.jpg?width=626&height=468


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