Jump to content

Spawnselector and classselector


Scantrakz

Recommended Posts

Here is my home made spawn- and classselector script i use. Still working on the spawnselector. (adding maps)

It uses F3-F12

F3 >>> Select Map

F4 >>> Select Spawn point

F5 >>> Select team (allies/axis)

F6 >>> Soldier

F7 >>> Medic

F8 >>> Engineer

F9 >>> Field ops

F10 >>> Covert ops

F11 >>> Confirm selection

F12 >>> Spectator

 

Sounds are also implemented, like the vsay_team *class* on selection and error sounds etc.

Here is the script:

 

//----------------------------

//     classselector

//----------------------------

 

set team_allies "vstr set_allies; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Allies^4*; set tgl_team vstr team_axis; set mapspawntoggle vstr mapspawntoggle_allies"

set team_axis "vstr set_axis; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Axis^1*; set tgl_team vstr team_allies; set mapspawntoggle vstr mapspawntoggle_axis"

set tgl_team "vstr team_allies"

set soldier "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team first!;play sound/menu/cancel.wav"

set medic "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team first!;play sound/menu/cancel.wav"

set engie "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team first!;play sound/menu/cancel.wav"

set fops "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team first!;play sound/menu/cancel.wav"

set covert "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team first!;play sound/menu/cancel.wav"

set classselect "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team and class first!;play sound/menu/cancel.wav"

 

// Allies

set set_allies "set medic vstr allied_medic; set fops vstr allied_fops; set engie vstr allied_engie; set soldier vstr allied_soldier; set covert vstr allied_covert"

 

set allied_panzer "set classselect vstr class_allied_panzer; set allied_soldier vstr allied_flamer; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^4/^7Panzerfaust^4*;play sound/menu/filter.wav"

set allied_flamer "set classselect vstr class_allied_flamer; set allied_soldier vstr allied_mg42; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^4/^7Flametrower^4*;play sound/menu/filter.wav"

set allied_mg42 "set classselect vstr class_allied_mg41; set allied_soldier vstr allied_mortar; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^4/^7Mg42^4*;play sound/menu/filter.wav"

set allied_mortar "set classselect vstr class_allied_mortar; set allied_soldier vstr allied_panzer; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^4/^7Mortar^4*;play sound/menu/filter.wav"

set allied_soldier "vstr allied_panzer"

 

set allied_medic "set classselect vstr class_allied_medic; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Medic^4/^7Thompson^4*;play sound/menu/filter.wav"

 

set allied_thompson "set classselect vstr class_allied_thompson; set allied_engie vstr allied_rifle; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Engineer^4/^7Thompson^4*;play sound/menu/filter.wav"

set allied_rifle "set classselect vstr class_allied_rifle; set allied_engie vstr allied_thompson; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Engineer^4/^7Rifle^4*;play sound/menu/filter.wav"

set allied_engie vstr allied_thompson"

 

set allied_fops "set classselect vstr class_allied_fops; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Field Ops^4/^7Thompson^4*;play sound/menu/filter.wav"

 

set allied_sten "set classselect vstr class_allied_sten; set allied_covert vstr allied_fg42; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Covert Ops^4/^7Sten^4*;play sound/menu/filter.wav"

set allied_fg42 "set classselect vstr class_allied_fg42; set allied_covert vstr allied_garand; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Covert Ops^4/^7Fg42^4*;play sound/menu/filter.wav"

set allied_garand "set classselect vstr class_allied_garand; set allied_covert vstr allied_sten; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Covert Ops^4/^7Garand^4*;play sound/menu/filter.wav"

set allied_covert "vstr allied_sten"

 

// Axis

set set_axis "set medic vstr axis_medic; set fops vstr axis_fops; set engie vstr axis_engie; set soldier vstr axis_soldier; set covert vstr axis_covert"

 

set axis_panzer "set classselect vstr class_axis_panzer; set axis_soldier vstr axis_flamer; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^1/^7Panzerfaust^1*;play sound/menu/filter.wav"

set axis_flamer "set classselect vstr class_axis_flamer; set axis_soldier vstr axis_mg42; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^1/^7Flametrower^1*;play sound/menu/filter.wav"

set axis_mg42 "set classselect vstr class_axis_mg42; set axis_soldier vstr axis_mortar; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^1/^7Mg42^1*;play sound/menu/filter.wav"

set axis_mortar "set classselect vstr class_axis_mortar; set axis_soldier vstr axis_panzer; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Soldier^1/^7Mortar^1*;play sound/menu/filter.wav"

set axis_soldier "vstr axis_panzer"

 

set axis_medic "set classselect vstr class_axis_medic; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Medic^1/^7Mp40^1*;play sound/menu/filter.wav"

 

set axis_mp40 "set classselect vstr class_axis_mp40; set axis_engie vstr axis_rifle; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Engineer^1/^7Mp40^1*;play sound/menu/filter.wav"

set axis_rifle "set classselect vstr class_axis_rifle; set axis_engie vstr axis_mp40; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Engineer^1/^7Rifle^1*;play sound/menu/filter.wav"

set axis_engie "vstr axis_mp40"

 

set axis_fops "set classselect vstr class_axis_fops; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Field Ops^1/^7Mp40^1*;play sound/menu/filter.wav"

 

set axis_sten "set classselect vstr class_axis_sten; set axis_covert vstr axis_fg42; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Covert Ops^1/^7Sten^1*;play sound/menu/filter.wav"

set axis_fg42 "set classselect vstr class_axis_fg42; set axis_covert vstr axis_k43; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Covert Ops^1/^7Fg42^1*;play sound/menu/filter.wav"

set axis_k43 "set classselect vstr class_axis_k43; set axis_covert vstr axis_sten; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Covert Ops^1/^7K43^1*;play sound/menu/filter.wav"

set axis_covert "vstr axis_sten"

 

// Confirm Allies

set class_allied_panzer "team b 0 5; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^4/^7Panzerfaust^4*; wait 15; vsay_team IamSoldier ^4>Soldier^4/^7Panzerfaust^4*"

set class_allied_flamer "team b 0 6; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^4/^7Flametrower^4*; wait 15; vsay_team IamSoldier ^4>Soldier^4/^7Flametrower^4*"

set class_allied_mg42 "team b 0 31; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^4/^7Mg42^4*; wait 15; vsay_team IamSoldier ^4>Soldier^4/^7Mg42^4*"

set class_allied_mortar "team b 0 35; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^4/^7Mortar^4*; wait 15; vsay_team IamSoldier ^4>Soldier^4/^7Mortar^4*"

 

set class_allied_medic "team b 1 8; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Medic^4/^7Thompson^4*; wait 15; vsay_team IamMedic ^4>^7Medic^4/^7Thompson^4*"

 

set class_allied_thompson "team b 2 0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Engineer^4/^7Thompson^4*; wait 15; vsay_team IamEngineer ^4>^7Engineer^4/^7Thompson^4*"

set class_allied_rifle "team b 2 24; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Engineer^4/^7Rifle^4*; wait 15; vsay_team IamEngineer ^4>^7Engineer^4/^7Rifle^4*"

 

set class_allied_fops "team b 3 8; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Field Ops^4/^7Thompson^4*; wait 15; vsay_team IamFieldOps ^4>^7Field Ops^4/^7Thompson^4*"

 

set class_allied_sten "team b 4 10; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Covert Ops^4/^7Sten^4*; wait 15; vsay_team IamCovertOps ^4>^7Covert Ops^4/^7Sten^4*"

set class_allied_fg42 "team b 4 33; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Covert Ops^4/^7Fg42^4*; wait 15; vsay_team IamCovertOps ^4>^7Covert Ops^4/^7Fg42^4*"

set class_allied_garand "team b 4 25; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Covert Ops^4/^7Garand^4*; wait 15; vsay_team IamCovertOps ^4>^7Covert Ops^4/^7Garand^4*"

 

// Confirm Axis

set class_axis_panzer "team r 0 5; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^1/^7Panzerfaust^1*; wait 15; vsay_team IamSoldier ^1>Soldier^1/^7Panzerfaust^1*"

set class_axis_flamer "team r 0 6; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^1/^7Flametrower^1*; wait 15; vsay_team IamSoldier ^1>Soldier^1/^7Flametrower^1*"

set class_axis_mg42 "team r 0 31; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^1/^7Mg42^1*; wait 15; vsay_team IamSoldier ^1>Soldier^1/^7Mg42^1*"

set class_axis_mortar "team r 0 35; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Soldier^1/^7Mortar^1*; wait 15; vsay_team IamSoldier ^1>Soldier^1/^7Mortar^1*"

 

set class_axis_medic "team r 1 3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Medic^1/^7Mp40^1*; wait 15; vsay_team IamMedic ^1>^7Medic^1/^7Mp40^1*"

 

set class_axis_mp40 "team r 2 3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Engineer^1/^7Mp40^1*; wait 15; vsay_team IamEngineer ^1>^7Engineer^1/^7Mp40^1*"

set class_axis_rifle "team r 2 23; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Engineer^1/^7Rifle^1*; wait 15; vsay_team IamEngineer ^1>^7Engineer^1/^7Rifle^1*"

 

set class_axis_fops "team r 3 3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Field Ops^1/^7Mp40^1*; wait 15; vsay_team IamFieldOps ^1>^7Field Ops^1/^7Mp40^1*

 

set class_axis_sten "team r 4 10; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Covert Ops^1/^7Sten^1*; wait 15; vsay_team IamCovertOps ^1>^7Covert Ops^1/^7Sten^1*"

set class_axis_fg42 "team r 4 33; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Covert Ops^1/^7Fg42^1*; wait 15; vsay_team IamCovertOps ^1>^7Covert Ops^1/^7Fg42^1*"

set class_axis_k43 "team r 4 32; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Confirmed: Covert Ops^1/^7K43^1*; wait 15; vsay_team IamCovertOps ^1>^7Covert Ops^1/^7K43^1*"

 

//----------------------------

//     spawnselector

//----------------------------

 

set mapspawntoggle "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select team first!;play sound/menu/cancel.wav"

set spawntoggle "echo ^4<^5<^d<^7!!!^d>^5>^4> ^1ERROR: ^7Select map first!;play sound/menu/cancel.wav"

 

set mapspawntoggle_allies "vstr adler"

set mapspawntoggle_axis "vstr braun_axis"

 

//Allied spawnpoints

set adler "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^4: ^7Adlernest ;set spawntoggle vstr adlerspawntoggle; set mapspawntoggle_allies vstr braun;play sound/menu/filter.wav"

set braun "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^4: ^7Braundorf ;set spawntoggle vstr braunspawntoggle; set mapspawntoggle_allies vstr bremen;play sound/menu/filter.wav"

set bremen "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^4: ^7Bremen ;set spawntoggle vstr bremenspawntoggle; set mapspawntoggle_allies vstr radar;play sound/menu/filter.wav"

set radar "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^4: ^7Radar ;set spawntoggle vstr radarspawntoggle; set mapspawntoggle_allies vstr supply;play sound/menu/filter.wav"

set supply "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^4: ^7Supply Depot ;set spawntoggle vstr supplyspawntoggle; set mapspawntoggle_allies vstr sw_goldrush_te;play sound/menu/filter.wav"

set sw_goldrush_te "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^4: ^7SW_Goldrush_te ;set spawntoggle vstr sw_goldrush_tespawntoggle; set mapspawntoggle_allies vstr adler;play sound/menu/filter.wav"

 

set braun_axis "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^1: ^7Braundorf ;set spawntoggle vstr braunspawntoggle_axis; set mapspawntoggle_axis vstr bremen_axis;play sound/menu/filter.wav"

set bremen_axis "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^1: ^7Bremen ;set spawntoggle vstr bremenspawntoggle_axis; set mapspawntoggle_axis vstr radar_axis;play sound/menu/filter.wav"

set radar_axis "echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Map^1: ^7Radar ;set spawntoggle vstr radarspawntoggle_axis; set mapspawntoggle_axis vstr braun_axis;play sound/menu/filter.wav"

 

set adlerspawn0 "setspawnpt 2; set adlerspawntoggle vstr adlerspawn1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Commandpost;play sound/menu/filter.wav"

set adlerspawn1 "setspawnpt 1; set adlerspawntoggle vstr adlerspawn2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7First Spawn;play sound/menu/filter.wav"

set adlerspawn2 "setspawnpt 0; set adlerspawntoggle vstr adlerspawn0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Default;play sound/menu/filter.wav"

set adlerspawntoggle "vstr adlerspawn0"

 

set braunspawn0 "setspawnpt 4; set braunspawntoggle vstr braunspawn1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Commandpost;play sound/menu/filter.wav"

set braunspawn1 "setspawnpt 1; set braunspawntoggle vstr braunspawn2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Flag;play sound/menu/filter.wav"

set braunspawn2 "setspawnpt 3; set braunspawntoggle vstr braunspawn3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7First Spawn;play sound/menu/filter.wav"

set braunspawn3 "setspawnpt 0; set braunspawntoggle vstr braunspawn0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Default;play sound/menu/filter.wav"

set braunspawntoggle "vstr braunspawn0"

 

set bremenspawn0 "setspawnpt 5; set bremenspawntoggle vstr bremenspawn1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Commandpost;play sound/menu/filter.wav"

set bremenspawn1 "setspawnpt 3; set bremenspawntoggle vstr bremenspawn2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Flag;play sound/menu/filter.wav"

set bremenspawn2 "setspawnpt 1; set bremenspawntoggle vstr bremenspawn3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7First Spawn;play sound/menu/filter.wav"

set bremenspawn3 "setspawnpt 0; set bremenspawntoggle vstr bremenspawn0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Default;play sound/menu/filter.wav"

set bremenspawntoggle "vstr bremenspawn0"

 

set radarspawn0 "setspawnpt 1; set radarspawntoggle vstr radarspawn1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Commandpost;play sound/menu/filter.wav"

set radarspawn1 "setspawnpt 3; set radarspawntoggle vstr radarspawn2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Forward Bunker [Flag];play sound/menu/filter.wav"

set radarspawn2 "setspawnpt 2; set radarspawntoggle vstr radarspawn3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7First Spawn;play sound/menu/filter.wav"

set radarspawn3 "setspawnpt 0; set radarspawntoggle vstr radarspawn0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Default;play sound/menu/filter.wav"

set radarspawntoggle "vstr radarspawn0"

 

set supplyspawn0 "setspawnpt 4; set supplyspawntoggle vstr supplyspawn1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Commandpost;play sound/menu/filter.wav"

set supplyspawn1 "setspawnpt 3; set supplyspawntoggle vstr supplyspawn2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Forward Bunker [Flag];play sound/menu/filter.wav"

set supplyspawn2 "setspawnpt 1; set supplyspawntoggle vstr supplyspawn3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7First Spawn;play sound/menu/filter.wav"

set supplyspawn3 "setspawnpt 0; set supplyspawntoggle vstr supplyspawn0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Default;play sound/menu/filter.wav"

set supplyspawntoggle "vstr supplyspawn0"

 

set sw_goldrush_tespawn0 "setspawnpt 3; set sw_goldrush_tespawntoggle vstr sw_goldrush_tespawn1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Forward Spawn;play sound/menu/filter.wav"

set sw_goldrush_tespawn1 "setspawnpt 1; set sw_goldrush_tespawntoggle vstr sw_goldrush_tespawn2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Tank Depot;play sound/menu/filter.wav"

set sw_goldrush_tespawn2 "setspawnpt 2; set sw_goldrush_tespawntoggle vstr sw_goldrush_tespawn3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7First Spawn;play sound/menu/filter.wav"

set sw_goldrush_tespawn3 "setspawnpt 0; set sw_goldrush_tespawntoggle vstr sw_goldrush_tespawn0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^4: ^7Default;play sound/menu/filter.wav"

set sw_goldrush_tespawntoggle "vstr sw_goldrush_tespawn0"

 

//Axis spawnpoints

set braunspawn_axis0 "setspawnpt 2; set braunspawntoggle_axis vstr braunspawn_axis1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Last Stage;play sound/menu/filter.wav"

set braunspawn_axis1 "setspawnpt 1; set braunspawntoggle_axis vstr braunspawn_axis2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Flag Spawn;play sound/menu/filter.wav"

set braunspawn_axis2 "setspawnpt 0; set braunspawntoggle_axis vstr braunspawn_axis0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Default;play sound/menu/filter.wav"

set braunspawntoggle_axis "vstr braunspawn_axis0"

 

set bremenspawn_axis0 "setspawnpt 4; set bremenspawntoggle_axis vstr bremenspawn_axis1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Last Stage;play sound/menu/filter.wav"

set bremenspawn_axis1 "setspawnpt 2; set bremenspawntoggle_axis vstr bremenspawn_axis2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Flag Spawn;play sound/menu/filter.wav"

set bremenspawn_axis2 "setspawnpt 0; set bremenspawntoggle_axis vstr bremenspawn_axis0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Default;play sound/menu/filter.wav"

set bremenspawntoggle_axis "vstr bremenspawn_axis0"

 

set radarspawn_axis0 "setspawnpt 5; set radarspawntoggle_axis vstr radarspawn_axis1; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Last Stage [Warehouse];play sound/menu/filter.wav"

set radarspawn_axis1 "setspawnpt 4; set radarspawntoggle_axis vstr radarspawn_axis2; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Side Spawn [Cabin];play sound/menu/filter.wav"

set radarspawn_axis2 "setspawnpt 3; set radarspawntoggle_axis vstr radarspawn_axis3; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Forward Bunker [Flag];play sound/menu/filter.wav"

set radarspawn_axis3 "setspawnpt 0; set radarspawntoggle_axis vstr radarspawn_axis0; echo ^4<^5<^d<^7!!!^d>^5>^4> ^7Spawn^1: ^7Default;play sound/menu/filter.wav"

set radarspawntoggle_axis "vstr radarspawn_axis0"

Edited by Scantrakz
Link to comment
Share on other sites

For spawn selector:

 

bind INS                "setspawnpt 0; echo ^1~^7Spawnpoint  ^7Default"
bind HOME               "setspawnpt 1; echo ^1~^7Spawnpoint  ^71"
bind KP_PLUS            "setspawnpt 2; echo ^1~^7Spawnpoint  ^72"
bind PGUP               "setspawnpt 4; echo ^1~^7Spawnpoint  ^74"
 

 

U can add 3 and 5 into the options as well if u have any extra keys for it.

Link to comment
Share on other sites

  • Platinum VIP

you could combine the class selector and the confirm class to save one button since I personally would probably get tired of using a confirm button every time, only flaw is that if you use a vsay_team in your toggle your team will get a message every time you toggle it, instead of only the final class/weapon you select. (people who played with me should have noticed probably ^^)

 

Also I think toggling your spawnpoints isnt really effective, especially if you dont add 0-5 for every map, since you will have to remember how many clicks it takes to get to the spawnpoint you want. personally I mostly switch spawnpoints right before I spawn because you cant know if you need to switch spawnpoints 10-20 seconds before you spawn. but if you are used to this already I guess it can work

Link to comment
Share on other sites

well my goal was to get map specific spawn points and not just general ones

 

And that's exactly the point of my script, u switch between different spawns, at supply for instance, spawnpoint 1 as allies will spawn u back, default will spawn u at flag, while 4 will spawn u at CP, same goes for rest of maps.

Link to comment
Share on other sites

Check this out, it has many mapspecific configs with timer and spawnselector: http://antman.info/wolf/etpro/?path=autoexecs/

 

I find all that too complicated and to have that many cfg in your folders...nah.

 

Here is mine. On class selector, if you choose engi, it only selects mp40 or thompson, because other mods has different weaponcodes (still to fix - note to self :D ) and these are for etpub/etpro.

 

bind F5 "setspawnpt 0; echo ^d[^7Spawnpoint ^1 Default^d]"
bind F6 "setspawnpt 1; echo ^d[^7Spawnpoint ^1 1^d]"
bind F7 "setspawnpt 2; echo ^d[^7Spawnpoint ^1 2^d]"
bind F8 "setspawnpt 3; echo ^d[^7Spawnpoint ^1 3^d]"
bind F9 "setspawnpt 4; echo ^d[^7Spawnpoint ^1 4^d]"
bind F10 "setspawnpt 5; echo ^d[^7Spawnpoint ^1 5^d]"
 
 
bind DEL "vstr classsoldier"
bind UPARROW  "vstr classfieldop"
bind LEFTARROW "vstr classmedic"
bind RIGHTARROW "vstr classengi"
bind DOWNARROW "vstr classcovop"
 
//CLASS SCRIPT
set classengi "vstr classengi1"
set classengi1 "vstr classrecycle; class e 1; set classengi vstr classengi2; echo "^0>>^7Spawn^0: ^1Engineer^7/^1SMG^0<<"
set classengi2 "class e 2; set classengi vstr classengi1; echo "^0>>^7Spawn^0: ^1Engineer^7/^1Rifle^0<<"
set classfieldop "vstr classrecycle; class f 1; echo "^0>>^7Spawn^0: ^1Fieldop^7/^1SMG^0<<"
set classsoldier "vstr classsoldier1"
set classsoldier1 "vstr classrecycle; class s 4; set classsoldier vstr classsoldier2; echo "^0>>^7Spawn^0: ^1Soldier^7/^1Panzer^0<<"
set classsoldier2 "class s 5; set classsoldier vstr classsoldier3; echo "^0>>^7Spawn: ^4Soldier^0/^4Mortar^0<<"
set classsoldier3 "class s 2; set classsoldier vstr classsoldier4; echo "^0>>^7Spawn: ^4Soldier^0/^4MG42^0<<"
set classsoldier4 "class s 3; set classsoldier vstr classsoldier1; echo "^0>>^7Spawn: ^4Soldier^0/^4Flamer^0<<"
set classmedic "vstr classrecycle; class m 1; echo "^0>>^7Spawn^0: ^1Medic^7/^1SMG^0<<"
set classcovop "vstr classcovop1"
set classcovop3 "class c 1; set classcovop vstr classcovop1; echo "^0>>^7Spawn: ^4Covert^0/^4Sten^0<<"
set classcovop1 "vstr classrecycle; class c 3; set classcovop vstr classcovop2; echo "^0>>^7Spawn^0: ^4Covert^0/^4Sniper^0<<"
set classcovop2 "class c 2; set classcovop vstr classcovop3; echo "^0>>^7Spawn: ^4Covert^0/^4FG42^0<<"
set classrecycle "set classengi vstr classengi1; set classcovop vstr classcovop1; set classsoldier vstr classsoldier1"
Link to comment
Share on other sites

You know the map specific autoexecs only work on etpro right ? That's why i wanted to make a map specific spawnselector for other mods as well (i play mostly on silEnT)

 

As for the classselector: i personally like a classselector with a confirm button. I made my first many years ago and i think i was one of the first back in the days. I think its just personal if you want to confirm your class after selecting it or not.

Link to comment
Share on other sites

You know the map specific autoexecs only work on etpro right ? That's why i wanted to make a map specific spawnselector for other mods as well (i play mostly on silEnT)

 

As for the classselector: i personally like a classselector with a confirm button. I made my first many years ago and i think i was one of the first back in the days. I think its just personal if you want to confirm your class after selecting it or not.

 

No they dont, they work fine at jaymod, silent as well, using them each time i play, so no idea where u got that from. Copy this in your cfg, exect it and test it out, so we wont lose time discussing whether it works or not, considering i am using it everytime i play ET and having no problems with switching spawnpoints.

Link to comment
Share on other sites

No they dont, they work fine at jaymod, silent as well, using them each time i play, so no idea where u got that from. Copy this in your cfg, exect it and test it out, so we wont lose time discussing whether it works or not, considering i am using it everytime i play ET and having no problems with switching spawnpoints.

 

Not sure if we are talking about the same thing. I'm talking about what RendeL said. The mapspecific configs.

 

 

Check this out, it has many mapspecific configs with timer and spawnselector: http://antman.info/wolf/etpro/?path=autoexecs/

 

Link to comment
Share on other sites

For spawn selector:

 

bind INS                "setspawnpt 0; echo ^1~^7Spawnpoint  ^7Default"

bind HOME               "setspawnpt 1; echo ^1~^7Spawnpoint  ^71"

bind KP_PLUS            "setspawnpt 2; echo ^1~^7Spawnpoint  ^72"

bind PGUP               "setspawnpt 4; echo ^1~^7Spawnpoint  ^74"

 

 

U can add 3 and 5 into the options as well if u have any extra keys for it.

 

You might as well put them all on the same key, not that much harder to do while playing and doesnt need multiple keys.

Edited by SadElf
Link to comment
Share on other sites

maybe this one  will be better  B) 

 

set spawn "vstr spawn0"
set spawn0 "setspawnpt 0; echo ^2spawn ^00; set spawn vstr spawn1"
set spawn1 "setspawnpt 1; echo ^2spawn ^01; set spawn vstr spawn2"
set spawn2 "setspawnpt 2; echo ^2spawn ^02; set spawn vstr spawn3"
set spawn3 "setspawnpt 3; echo ^2spawn ^03; set spawn vstr spawn4"
set spawn4 "setspawnpt 4; echo ^2spawn ^04; set spawn vstr spawn0"
bind "F10" "vstr spawn"

  • Like 1
Link to comment
Share on other sites

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.