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  1. #1

    Question Missions Maps Teleporter? [HELP!]

    Hey guys, i have in my server all missions SP maps (ex.: m1l1, m2l3, etc), i not have idea that modding, only amateur :S, anyone can help me with this?, i want to put teleports in this maps because there are several that are very large then with teleports would be fine, anyone can help me with this?
    Many, many thanks!

  2. #2
    First open the scr file you want to edit with somthing like notepad++

    after the line- level waittill spawn
    put something like this thread port01

    at the bottom of the .scr file make an entry like the following:

    port01:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( 890 5748 414 ) // starting point
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port01
    local.trig.origin = ( 890 5748 414 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port01 waittill trigger
    local.p = parm.other
    local.p tele ( 883 6161 576 ) // destination
    local.p.viewangles = ( 0 -51 0 )
    local.portlight remove
    $port01 remove
    wait 10
    thread port01
    end



    **NOTICE**
    You must edit the orgin lines and view angles to the coords you want for you teleports

    Also if you want to make more than one teleport, make a second thread and make it a different name (thread port02)

  3. #3
    Quote Originally Posted by The Shadow View Post
    First open the scr file you want to edit with somthing like notepad++

    after the line- level waittill spawn
    put something like this thread port01

    at the bottom of the .scr file make an entry like the following:

    port01:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( 890 5748 414 ) // starting point
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port01
    local.trig.origin = ( 890 5748 414 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port01 waittill trigger
    local.p = parm.other
    local.p tele ( 883 6161 576 ) // destination
    local.p.viewangles = ( 0 -51 0 )
    local.portlight remove
    $port01 remove
    wait 10
    thread port01
    end



    **NOTICE**
    You must edit the orgin lines and view angles to the coords you want for you teleports

    Also if you want to make more than one teleport, make a second thread and make it a different name (thread port02)
    This is not a very clear idea, if I do not have much idea, if I invite you to my server and I give you the information of the rcon you could help me, maybe you also have more knowledge of where to put the teleport for the sea better

  4. #4
    I wouldn't need to access the rcon or your server, the teleport script goes into whatever file your campaign maps mod is in.

    (you should have a pk3 uploaded to your server for the campaign maps, which can be opened by a tool you can download on this database called Packscape Next, inside the pk3 you will find the campaign maps m1l1 m2l2a m5l1b etc. you then edit those m1l1 m2l2a m5l1b scr files with notepad and the script I gave you above)

  5. #5
    Yes Shadow, i have and i know all this, but no programmer, only know the basic, can you teach me well ?, step by step ?, what is the file that must be edited with the PakScape to put the teleports, where to save it, everything step by step, I am not a programmer, I am just a novice

  6. #6
    Its really simple honestly, I am just an average college student not a scripter/coder lol

    Pakscape is only used to open/save pk3 files (the files which mods are put into)

    when you have your pk3 open, get notepad++ which you can find just about anywhere on the internet. Copy one of the map .scr files out of what you see inside the pk3 and look at it with notepad++
    once you see inside the scr files look back at the first instruction I gave you and it should make more sense.


    Overall Summary

    Pakscape opens pk3, inside pk3 = .scr files, open .scr files with notepad, teleport script goes in scr
    Last edited by <T|F|B>The Shadow; 03-29-2019 at 10:22 PM.

  7. #7
    Quote Originally Posted by The Shadow View Post
    Its really simple honestly, I am just an average college student not a scripter/coder lol

    Pakscape is only used to open/save pk3 files (the files which mods are put into)

    when you have your pk3 open, get notepad++ which you can find just about anywhere on the internet. Copy one of the map .scr files out of what you see inside the pk3 and look at it with notepad++
    once you see inside the scr files look back at the first instruction I gave you and it should make more sense.


    Overall Summary

    Pakscape opens pk3, inside pk3 = .scr files, open .scr files with notepad, teleport script goes in scr
    I have all the programs and know how to use, i dont know what to do!

  8. #8
    I have told you several times now... Are you reading all of what I am sending?

    Use pakscape to open the pk3 and remove the map scr (example: m2l2a.scr), paste it to your computer desktop. Open notepad, and open the scr you just pasted to the desktop. Now look for the line: level waittill spawn
    Right after that line type this into the scr file: thread port01
    Now, scroll all the way to the bottom below the other script, and type or paste this:
    port01:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( 890 5748 414 ) // starting point
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port01
    local.trig.origin = ( 890 5748 414 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port01 waittill trigger
    local.p = parm.other
    local.p tele ( 883 6161 576 ) // destination
    local.p.viewangles = ( 0 -51 0 )
    local.portlight remove
    $port01 remove
    wait 10
    thread port01
    end


    Now you will have to insert your own coords, which you can get by going to the map you are editing in game, and typing "coord" this will give you the numbers of which you will need to write down, and insert in the lines I listed above as orgin, and view angles.
    To make a second teleport go back to the top where you wrote thread port01 and right below it make a line that says thread port02
    then you would go back to the bottom and paste this again, but being sure to change all of the numbers which I will highlight.

    port02:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( 890 5748 414 ) // starting point
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port02
    local.trig.origin = ( 890 5748 414 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port02 waittill trigger
    local.p = parm.other
    local.p tele ( 883 6161 576 ) // destination
    local.p.viewangles = ( 0 -51 0 )
    local.portlight remove
    $port02 remove
    wait 10
    thread port02
    end

    when you are done, you save the scr with notepad, and copy and paste this scr you just edited with notepad, and paste it back into the pk3 via pakscape. Save the pk3 put it into moh and test it out.

    I have faith you can do this, it really isn't that hard if you slow down and follow it step by step... Good luck!
    Last edited by <T|F|B>The Shadow; 03-30-2019 at 01:16 PM.

  9. #9
    Thanks Shadows!!!! wait men! look:

    Attachment 212





    I working in map: M2L1, this is the PORT for ALLIES

    port01:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( 890 5748 414 ) // starting point [HERE PUT "LOCATION NUMBER" OPEN PORT ?]
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port01
    local.trig.origin = ( 890 5748 414 ) // starting point [HERE PUT SAME "LOCATION NUMBER" OPEN PORT ?]
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port01 waittill trigger
    local.p = parm.other
    local.p tele ( 883 6161 576 ) // destination [HERE PUT "LOCATION NUMBER" CLOSED PORT ?]
    local.p.viewangles = ( 0 -51 0 ) [HERE PUT "ANGLES NUMBER" ?]
    local.portlight remove
    $port01 remove
    wait 10
    thread port01
    end





    ALL THIS ONLY FOR THE FIRST TELEPORT, NOW GO WITH "THREAD PORT02" FOR THE PORT TO AXIES ???? only 2 ports for maps.
    Please tell me if I'm doing well to continue working

  10. #10
    Look my m2l1.scr file! - THE FIRST TELEPORT WORKS!!!!! BUT THE SECOND NO :/ look.
    what am I doing wrong in thread port02? I'm working in FFA but in TDM it's the same, is not it?

    //
    // M2L1 - Secret Documents of the Kriegsmarine
    //


    main:

    removeclass ammoEntity
    removeclass weapon
    removeclass Health

    if((getcvar("g_gametype") == "1"))
    {
    waitthread ffatype
    end
    }
    else
    {
    waitthread tdmtype
    end
    }
    end



    tdmtype:

    setcvar "g_obj_alliedtext1" "Mapa: M2L1"
    setcvar "g_obj_alliedtext2" ""
    setcvar "g_obj_alliedtext3" "Solo sniper + 1 granada"

    setcvar "g_obj_axistext1" ""
    setcvar "g_obj_axistext2" "El Server del Major Konig"
    setcvar "g_obj_axistext3" ""

    setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga"

    setcvar "g_gametype" "2"

    waitthread tdm_spawns
    waitthread set_da_stuff_up

    level waittill prespawn

    thread global/door_locked.scr::lock
    exec global/ambient.scr m2l1

    level waittill spawn

    level.clockside = kills


    end



    ffatype:

    setcvar "g_obj_alliedtext1" "Mapa: M2L1"
    setcvar "g_obj_alliedtext2" ""
    setcvar "g_obj_alliedtext3" "Solo sniper + 1 granada"

    setcvar "g_obj_axistext1" ""
    setcvar "g_obj_axistext2" "El Server del Major Konig"
    setcvar "g_obj_axistext3" ""

    setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga"


    setcvar "g_gametype" "1"

    waitthread ffa_spawns
    waitthread set_da_stuff_up

    level waittill prespawn

    thread global/door_locked.scr::lock
    exec global/ambient.scr m2l1

    level waittill spawn
    thread port01
    port01:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( -1326.21 -3033.30 485.85 ) // starting point
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port01
    local.trig.origin = ( -1326.21 -3033.30 485.85 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port01 waittill trigger
    local.p = parm.other
    local.p tele ( 307.13 2400.87 624.13 ) // destination
    local.p.viewangles = ( 0 -51 0 )
    local.portlight remove
    $port01 remove
    wait 10
    thread port01
    end

    thread port02
    port02:

    local.portlight = spawn script_model
    local.portlight model "static/corona_orange.tik"
    local.portlight notsolid
    local.portlight.origin = ( 4536.49 -1187.96 448.13 ) // starting point
    local.portlight.scale = 1.5

    local.trig = spawn trigger_multiple
    local.trig targetname port02
    local.trig.origin = ( 4536.49 -1187.96 448.13 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port02 waittill trigger
    local.p = parm.other
    local.p tele ( 3.97 29.29 0.00 ) // destination
    local.p.viewangles = ( 0 -51 0 )
    local.portlight remove
    $port02 remove
    wait 10
    thread port02
    end

    level.clockside = kills



    end


    tdm_spawns:



    //
    spawn info_player_axis "origin" "944.45 2385.03 624.13" "angle" "-86" "targetname" "X1"
    spawn info_player_axis "origin" "765.40 2350.61 624.13" "angle" "-96" "targetname" "X2"
    spawn info_player_axis "origin" "575.13 2374.71 624.13" "angle" "-68" "targetname" "X3"
    spawn info_player_axis "origin" "796.37 2548.91 448.13" "angle" "14" "targetname" "X4"
    spawn info_player_axis "origin" "791.13 2676.48 448.13" "angle" "3" "targetname" "X5"

    spawn info_player_axis "origin" "1264.87 2605.44 448.13" "angle" "160" "targetname" "X6"
    spawn info_player_axis "origin" "1424.88 2447.13 448.13" "angle" "98" "targetname" "X7"
    spawn info_player_axis "origin" "1768.57 2115.37 448.13" "angle" "121" "targetname" "X8"
    spawn info_player_axis "origin" "1937.80 2251.59 448.13" "angle" "142" "targetname" "X9"
    spawn info_player_axis "origin" "2106.38 2326.16 448.13" "angle" "158" "targetname" "X10"

    spawn info_player_axis "origin" "2218.13 2137.92 448.13" "angle" "148" "targetname" "X11"
    spawn info_player_axis "origin" "2563.74 2220.75 448.13" "angle" "161" "targetname" "X12"
    spawn info_player_axis "origin" "1696.55 2767.52 499.36" "angle" "-135" "targetname" "X13"
    spawn info_player_axis "origin" "1893.32 2715.71 491.19" "angle" "-155" "targetname" "X14"
    spawn info_player_axis "origin" "576.07 3328.87 448.13" "angle" "-69" "targetname" "X15"



    spawn info_player_allied "origin" "392.50 -3776.87 488.12" "angle" "46" "targetname" "A1"
    spawn info_player_allied "origin" "1900.07 -3721.16 536.39" "angle" "112" "targetname" "A2"
    spawn info_player_allied "origin" "1989.64 -3120.86 478.63" "angle" "141" "targetname" "A3"
    spawn info_player_allied "origin" "-323.81 -3776.87 488.13" "angle" "128" "targetname" "A4"
    spawn info_player_allied "origin" "-1425.31 -3772.59 472.58" "angle" "44" "targetname" "A5"

    spawn info_player_allied "origin" "-1520.86 -3753.95 584.13" "angle" "61" "targetname" "A6"
    spawn info_player_allied "origin" "-1801.17 -3760.86 584.13" "angle" "9" "targetname" "A7"
    spawn info_player_allied "origin" "-2132.56 -3378.35 484.00" "angle" "33" "targetname" "A8"
    spawn info_player_allied "origin" "-2062.78 -3148.61 484.00" "angle" "8" "targetname" "A9"
    spawn info_player_allied "origin" "-1972.37 -3065.31 484.00" "angle" "58" "targetname" "A10"

    spawn info_player_allied "origin" "-1750.48 -3085.53 484.00" "angle" "87" "targetname" "A11"
    spawn info_player_allied "origin" "-1314.70 -2969.85 487.08" "angle" "0" "targetname" "A12"
    spawn info_player_allied "origin" "-1704.20 -3392.42 484.13" "angle" "23" "targetname" "A13"
    spawn info_player_allied "origin" "-2241.29 -2957.43 486.41" "angle" "-27" "targetname" "A14"
    spawn info_player_allied "origin" "-2387.16 -3133.96 481.26" "angle" "-2" "targetname" "A15"




    end




    ffa_spawns:


    spawn info_player_deathmatch "origin" "-1814.51 -2672.87 776.13" "angle" "58"
    spawn info_player_deathmatch "origin" "431.13 -3641.05 489.66" "angle" "75"
    spawn info_player_deathmatch "origin" "-1623.08 -1170.81 452.94" "angle" "3"
    spawn info_player_deathmatch "origin" "-2132.54 447.73 464.39" "angle" "-2"
    spawn info_player_deathmatch "origin" "-1619.10 1552.47 488.40" "angle" "11"

    spawn info_player_deathmatch "origin" "307.13 2400.87 624.13" "angle" "-87"
    spawn info_player_deathmatch "origin" "1008.87 2400.87 624.13" "angle" "-122"
    spawn info_player_deathmatch "origin" "820.88 1519.13 624.13" "angle" "159"
    spawn info_player_deathmatch "origin" "1315.79 1687.46 448.13" "angle" "-177"
    spawn info_player_deathmatch "origin" "891.24 1963.57 448.13" "angle" "99"

    spawn info_player_deathmatch "origin" "872.87 3252.87 448.13" "angle" "-113"
    spawn info_player_deathmatch "origin" "807.13 2613.46 448.13" "angle" "26"
    spawn info_player_deathmatch "origin" "1490.65 1656.19 502.26" "angle" "72"
    spawn info_player_deathmatch "origin" "3688.93 2288.74 503.85" "angle" "173"
    spawn info_player_deathmatch "origin" "3564.65 1390.24 484.13" "angle" "174"

    end



    set_da_stuff_up:

    // Some sounds
    local.master = spawn scriptmaster
    local.master aliascache m2l1_radio1 sound/mechanics/shortwave2.wav soundparms 0.7 0.0 1.0 0.0 100 900 auto streamed maps "m dm moh obj"
    local.master aliascache radio_loop sound/mechanics/Mec_RadioMusic_01.wav soundparms 0.5 0.0 1.0 0.0 150 800 local streamed maps "m2l1 m6l2a dm moh obj train"
    local.master aliascache m2l1_radio3 sound/mechanics/Mec_RadioLoop_05.wav soundparms 0.7 0.0 1.0 0.0 100 500 auto loaded maps "m2 dm moh obj train"


    // Remove AI
    removeclass actor

    $gate_clip remove
    $main_gate remove

    $radio1_sound loopsound m2l1_radio1
    $radio2_sound loopsound radio_loop
    $radio3_sound loopsound m2l1_radio1

    //thread Map_Guard

    level.rifle = 1
    level.bar = 1
    level.bazooka = 1
    level.mp44 = 1
    level.shotgun = 1


    end


    // not needed
    Map_Guard:

    level.killcount = 0

    spawn trigger_multipleall "targetname" "Killah"
    $Killah.origin = ( 3152.01 3558.89 590.76 )
    $Killah setsize ( -30 -130 -200 ) ( 30 30 200 )
    $Killah setthread die
    $Killah message "Play fair!"
    end

    die:
    iprintln "*** - Map_Guard Triggered - ***"
    local.punk = parm.other
    if!(isalive local.punk)
    {
    end
    }
    local.punk thread spawn_fx models/animate/fx_mortar_dirt.tik
    local.punk kill
    wait 1
    if (local.punk.health == 0)
    {
    level.killcount ++
    waitthread hudprint ("Map Guard Kills:" + level.killcount ) .75 .65 .1
    }
    end


    hudprint local.nstring local.r local.g local.b:

    huddraw_rect 187 140 -84 50 50
    huddraw_color 187 local.r local.g local.b
    huddraw_font 187 "facfont-20"
    huddraw_string 187 local.nstring
    huddraw_align 187 left bottom
    huddraw_alpha 187 1
    end

    spawn_fx local.fx:
    local.temp = spawn script_model model local.fx
    local.temp notsolid
    local.temp.origin = self.origin
    local.temp anim start
    wait 3
    local.temp remove
    end



    // End some labels
    document2:
    end
    document1:
    end
    s7_test:
    end
    music2:
    end
    document4:
    end
    document3:
    end
    ladder_hint:
    end
    enable_hall_guards:
    end

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