Jump to content

Recommended Posts

Posted

Baserace Desert Fixed and waypoints

View 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


  • Submitter
  • Submitted
    07/18/19
  • Category
  • Map Type
    Objective
  • Map Size
    Medium
  • Map Theme
    Day
  • Attacking Team
    Allies
  • Waypoints
    Yes
  • Known Issues

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.