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Server Talk => Scripting Releases => Topic started by: Avarax on July 31, 2007, 08:41:42 am

Title: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Avarax on July 31, 2007, 08:41:42 am
Script Name: Trenchwar Domination script v0.2.3
Original Author(s): Avarax, Airstrike adapted from EnEsCe's TW server, landmines adapted from 0.9.2 Hexer script's "Summon Claymore"
Core Version: 2.6.3


This script will display how much area of a TW map a team dominates and calculate a winner this way. Flaggrabs and scoring have a strong effect on the domination. The script also includes the possibility to lay a mine after having killed a set amount of people and it includes an adaption of EnEsCe's well known Airstrike script.


The whole idea of the script is to be a decisive neutral judge in TW CWs or usual pub games.



The following settings can easily be made within the const part of the script:
-Airstrike Interval
-Amount of kills needed to plant a mine
-Interval for dominance calculation and display
-How much terrain a single soldier can dominate (Maximum range, default is VERY high so areas between the frontlines and your base are also dominated and not wasted)
-Domination bonus on flaggrab and score
-Minimum distance of mines to flags
-Maximum duration of mines
-Colors of the script messages



Admin commands:
  '/airstrike' calls an airstrike
  '/switch_domination' dis or enables domination calculation
  '/switch_mines' dis or enables mines
  '/switch_airstrike' dis or enables airstrikes
  '/showcells' shows how the map is divided up into domination cells


Some screens:[/size]

(http://home.arcor.de/avarax3/domination1.PNG)

Placing a mine... (http://home.arcor.de/avarax3/domination2.PNG)
... and watching it pwn (http://home.arcor.de/avarax3/domination3.PNG)
Bomber Squad's Airstrike (http://home.arcor.de/avarax3/domination4.PNG)


Download (http://forums.soldat.pl/index.php?action=dlattach;topic=18136.0;id=11445)
To install, just extract the entire zip into your dedicated server folder.








Changelogs[/u]

Code: [Select]
Changelog
v0.2.2 -> v0.2.3

-modified Airstrike to now use AppOnIdle, preventing crashs. Done by sai┬┤ke

Code: [Select]
Changelog
v0.2.1 -> v0.2.2

-fixed Airstrikes bullettype to work with 2.6.2
-fixed Airstrikes starting condition
-fixed structure of .zip file to fit 2.6.2 scriptingcore file structure
-added Airstrike bullettype modability (open TrenchwarDomination.pas and change the line AirstrikeBulletType = 4;)
-added various ingame admin command:
                  '/airstrike' calls an airstrike
                  '/switch_domination' dis or enables domination calculation
                  '/switch_mines' dis or enables mines
                  '/switch_airstrike' dis or enables airstrikes

Code: [Select]
Changelog
v0.2 -> v0.2.1

-fixed messy Airstrike

Code: [Select]
Changelog
v0.1 -> v0.2

-fixed flaggrab & score domination bonus are no longer carried over rounds
-fixed Airstrike is now properly based on round time, not server time
-fixed Airstrike no longer happens on mapchange
-fixed Airstrike's countdown missing the 7
-added scoring now rewards you with a full mine
-added possibility to customzie the time between every bomb drop during an Airstrike
-modified flaggrab & score domination bonus are now divided into a substraction and addition for both teams, to keep total domination always at 100% sum
-modified domination display message now highlights the total dominating team in brighter color


Special Thanks to sai┬┤ke for making the current 0.2.3 version with the fixed airstrike.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: -TMC- on July 31, 2007, 09:14:03 am
?how come it says you shot him with a barret when mines are "pwning"
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Avarax on July 31, 2007, 09:19:07 am
Well, since the explosions are created by the script and not by any gun, I guess soldat just assumes that it was a gun i had... barrett :o
The screen is not fake ;)
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: ElephantEater on July 31, 2007, 09:42:47 am
Wow, an entire Trenchwar script coded from scratch in just over a day. Avarax, do you have a life?
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Avarax on July 31, 2007, 09:46:09 am
heh, I certainly do. This thing here didn't take long though... like one and a half hour, mapping is much more time intense.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Sotija on July 31, 2007, 10:49:34 am
Why the airstrike use arrows not missles from law?
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Avarax on July 31, 2007, 11:19:47 am
I thought it looks cooler ;Q
you can easily switch this by modifying the 2 CreateBullets in the Airstrike procedure, just replace
Code: [Select]
CreateBullet(cell[i],flagheight - 800,0,0,25,8,Commander);with
Code: [Select]
CreateBullet(cell[i],flagheight - 800,0,0,25,12,Commander);
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Dusty on July 31, 2007, 11:55:18 am
Is this airstrike one hit/kill-style?
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: GunPowder on July 31, 2007, 11:56:50 am
Nice! and actually yes, the fire arrows look cooler than missiles.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: xmRipper on July 31, 2007, 12:16:13 pm
Good work Avarax ;) You'r the best.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: MR X on July 31, 2007, 12:35:08 pm
ive tested it but it says incomming airstrike take cover. i dont see any airstrike. and what about the mines. the dont work to.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: xmRipper on July 31, 2007, 12:36:48 pm
ive tested it but it says incomming airstrike take cover. i dont see any airstrike. and what about the mines. the dont work to.

Create bullet function doesnt work in 2.6.1

...airstrike and mines only work 100% properly on www.enesce.com servers or with the upcoming 2.6.2 core...
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Iq Unlimited on July 31, 2007, 01:13:46 pm
Thank you for doing this! The TW clanwar whinations will cease to exist!!!!

Iq Unlimited

EDIT: A suggestion: Put in  Firstblood and Killingsprees too :).

EDIT #2: Tested with bots, I <3 it ;D. Needs above stuff though.

Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Xxypher on July 31, 2007, 03:07:56 pm
This will truly own harder than life.
...? Don't ask.
I want to play it, any servers hosting it?
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: xmRipper on July 31, 2007, 03:15:35 pm
I want to play it, any servers hosting it?
+1
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Maniatiko on July 31, 2007, 03:25:39 pm
what does enesce has to say about this?
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Iq Unlimited on July 31, 2007, 04:00:27 pm
I want to play it, any servers hosting it?
:
my server is

IP: server1.enesce.com
PORT: 23075
PASS: you find out Im not going to reveal it :D.


72.232.225.66 - 23112 = script implimented public.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Xxypher on July 31, 2007, 05:09:56 pm
...
You suck then.
I am not going to guess a pasword just to play.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: xmRipper on July 31, 2007, 05:30:21 pm
...
You suck then.
I am not going to guess a pasword just to play.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Maryleaf on July 31, 2007, 06:20:49 pm
Yes, I actually love this script. Been playing with it for about 30 mins or so now. Put on a bunch of bots to test out mines, and they work good. I like the air strike, it gives it more appeal. I am hosting this on my server:

Name: Hunt | TW Domination
IP: 72.232.225.66 (server1.enesce.com)
Port: 23112
Pass: None



I am going to be adding the scripts to being able to buy grenades, clusters, and a vest. But I want the script edited to these formats:

Grenades: 35$
Clusters: 65$
Vest: 250$

I also want the amounts of $$ you get to be less, and better scripted. With stuff added on such as double kill, triple kill, and ending peoples spree's and such. Avarax, if you want to make something like this, or have a script that is editable to my preferences. Then PM me please. Until then, this script will stay the way it is. Updates come ASAP.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Dizzy So 1337 on July 31, 2007, 07:44:15 pm
Yay, thanks Avarax, looks rockin'.  Wow, I'm so glad you liked the idea...

RE: the Hunt server, please play on it and give feedback here for Avarax consumption.  The most important thing is the domination % and whether people feel it is a good means of deciding clanwars.

The mines and airstrikes is just gravy... but damn, that's some goooood gravy.  More maps will be uploaded later.  Also please excuse any server restarts, we will be playing with some of the numbers a bit.

Date Posted: July 31, 2007, 07:24:34 PM

RAWR, first batch of notes.  Again, the Domination part is the only part I reaally care about atm... but I provided my Airstrike and Mine notes as well.

Domination:
 - Bug - Total Domination appears to carry over from round to round.  Avarax is aware.  According to Avarax, the Total Domination should reset to 50/50 at mapchange.
 - Idea - is it possible to have Total Domination always total 100%?  Any bonuses gained by team A would be subtracted from team B.
 - Poll - how do people feel about Total Domination bonuses for grabs and caps?  Seems that either
            a) there should be no bonuses.  Total Domination would only be used to determine the result of a tie, for example the all-too-common 0/0 game.
            b) there should be no caplimit.  Flag grabs and captures are used solely to adjust the Total Domination, which is the final arbiter of victory.
 - Idea - is it possible to give a fat 'Alpha/Bravo Team wins with x% Total Domination!' message at the end of round?... further, can the message for Domination be more clear on who is winning (slightly increased fontsize for winning team, or some kinda mark?)  Anyways, some way to very quickly see whos winning.

Airstrikes
 - Poll - do people like Airstrikes for cw?  Should they benefit the winning side or the losing side?  Based on kills or current Domination, or Total Domination?  Which way should they run, if used for cw?  Discuss!
 - Bug? - I find the Arrows to be much more easily dodged than EC's Airstrike, so far.  Might need tweaking.
 - Bug? - the Airstrikes are not announced in advance, this kinda sucks.

Mines
 - Bug? - mines carry over from round to round... while fun for public play, this will almost certainly not fly for cw's.
 - Poll - mines in cw's in the first place?  Err, probably not but what do other people think?
 - Bug? - mine placement message says 'step away to activate'... but in fact, if you are killed while laying a mine the mine is still active... how easy would it be to make that a 'wasted' mine?
 - ??? - do you keep mines if you get killed?  I'd recommend no.
 - Suggestion - mines should be (slightly) visible.  A mine in tall grass or in a bush should be difficult or impossible to see, i would think... but they shouldn't be invisible on a flat bunker floor.
 - Suggestion - mines should be destructible?  Is this hard to do?

 
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Iq Unlimited on July 31, 2007, 07:46:58 pm
@ your arrow thinking, I disagree throughly, they are harder for me to dodge.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Xxypher on July 31, 2007, 08:00:04 pm
Yay, thanks Avarax, looks rockin'.  Wow, I'm so glad you liked the idea...

RE: the Hunt server, please play on it and give feedback here for Avarax consumption.  The most important thing is the domination % and whether people feel it is a good means of deciding clanwars.

The mines and airstrikes is just gravy... but damn, that's some goooood gravy.  More maps will be uploaded later.  Also please excuse any server restarts, we will be playing with some of the numbers a bit.

Date Posted: July 31, 2007, 07:24:34 PM

RAWR, first batch of notes.  Again, the Domination part is the only part I reaally care about atm... but I provided my Airstrike and Mine notes as well.

Domination:
 - Bug - Total Domination appears to carry over from round to round.  Avarax is aware.  According to Avarax, the Total Domination should reset to 50/50 at mapchange.
 - Idea - is it possible to have Total Domination always total 100%?  Any bonuses gained by team A would be subtracted from team B.
 - Poll - how do people feel about Total Domination bonuses for grabs and caps?  Seems that either
            a) there should be no bonuses.  Total Domination would only be used to determine the result of a tie, for example the all-too-common 0/0 game.
            b) there should be no caplimit.  Flag grabs and captures are used solely to adjust the Total Domination, which is the final arbiter of victory.
 - Idea - is it possible to give a fat 'Alpha/Bravo Team wins with x% Total Domination!' message at the end of round?... further, can the message for Domination be more clear on who is winning (slightly increased fontsize for winning team, or some kinda mark?)  Anyways, some way to very quickly see whos winning.

Airstrikes
 - Poll - do people like Airstrikes for cw?  Should they benefit the winning side or the losing side?  Based on kills or current Domination, or Total Domination?  Which way should they run, if used for cw?  Discuss!
 - Bug? - I find the Arrows to be much more easily dodged than EC's Airstrike, so far.  Might need tweaking.
 - Bug? - the Airstrikes are not announced in advance, this kinda sucks.

Mines
 - Bug? - mines carry over from round to round... while fun for public play, this will almost certainly not fly for cw's.
 - Poll - mines in cw's in the first place?  Err, probably not but what do other people think?
 - Bug? - mine placement message says 'step away to activate'... but in fact, if you are killed while laying a mine the mine is still active... how easy would it be to make that a 'wasted' mine?
 - ??? - do you keep mines if you get killed?  I'd recommend no.
 - Suggestion - mines should be (slightly) visible.  A mine in tall grass or in a bush should be difficult or impossible to see, i would think... but they shouldn't be invisible on a flat bunker floor.
 - Suggestion - mines should be destructible?  Is this hard to do?

 

...Most of that no one will agree with.
Title: Re: Trenchwar Domination - A TW script for CWs
Post by: Avarax on July 31, 2007, 09:04:33 pm
Mines dont carry over from round to round ;)

I'll make the winning team's message brighter. The bonuses will no longer carry over from round to round and are subtracted from opponents domination in next version.
regarding stepping away, that's just a protection so you dont use mines in combat like a kamikaze bomb.

Date Posted: July 31, 2007, 09:24:56 PM
Code: [Select]
Changelog
v0.1 -> v0.2

-fixed flaggrab & score domination bonus are no longer carried over rounds
-fixed Airstrike is now properly based on round time, not server time
-fixed Airstrike no longer happens on mapchange
-fixed Airstrike's countdown missing the 7
-added scoring now rewards you with a full mine
-added possibility to customzie the time between every bomb drop during an Airstrike
-modified flaggrab & score domination bonus are now divided into a substraction and addition for both teams, to keep total domination always at 100% sum
-modified domination display message now highlights the total dominating team in brighter color

Go to mainpost and download the new version.
Title: Re: Trenchwar Domination - update v0.2
Post by: Iq Unlimited on July 31, 2007, 09:31:40 pm
DONT download 0.2 its fucked up, Ava didnt test it xD.
Title: Re: Trenchwar Domination - update v0.2
Post by: Dizzy So 1337 on July 31, 2007, 09:36:35 pm
Yay, thanks Avarax, looks rockin'.  Wow, I'm so glad you liked the idea...

RE: the Hunt server, please play on it and give feedback here for Avarax consumption.  The most important thing is the domination % and whether people feel it is a good means of deciding clanwars.

The mines and airstrikes is just gravy... but damn, that's some goooood gravy.  More maps will be uploaded later.  Also please excuse any server restarts, we will be playing with some of the numbers a bit.

Date Posted: July 31, 2007, 07:24:34 PM

RAWR, first batch of notes.  Again, the Domination part is the only part I reaally care about atm... but I provided my Airstrike and Mine notes as well.

Domination:
 - Bug - Total Domination appears to carry over from round to round.  Avarax is aware.  According to Avarax, the Total Domination should reset to 50/50 at mapchange.
 - Idea - is it possible to have Total Domination always total 100%?  Any bonuses gained by team A would be subtracted from team B.
 - Poll - how do people feel about Total Domination bonuses for grabs and caps?  Seems that either
            a) there should be no bonuses.  Total Domination would only be used to determine the result of a tie, for example the all-too-common 0/0 game.
            b) there should be no caplimit.  Flag grabs and captures are used solely to adjust the Total Domination, which is the final arbiter of victory.
 - Idea - is it possible to give a fat 'Alpha/Bravo Team wins with x% Total Domination!' message at the end of round?... further, can the message for Domination be more clear on who is winning (slightly increased fontsize for winning team, or some kinda mark?)  Anyways, some way to very quickly see whos winning.

Airstrikes
 - Poll - do people like Airstrikes for cw?  Should they benefit the winning side or the losing side?  Based on kills or current Domination, or Total Domination?  Which way should they run, if used for cw?  Discuss!
 - Bug? - I find the Arrows to be much more easily dodged than EC's Airstrike, so far.  Might need tweaking.
 - Bug? - the Airstrikes are not announced in advance, this kinda sucks.

Mines
 - Bug? - mines carry over from round to round... while fun for public play, this will almost certainly not fly for cw's.
 - Poll - mines in cw's in the first place?  Err, probably not but what do other people think?
 - Bug? - mine placement message says 'step away to activate'... but in fact, if you are killed while laying a mine the mine is still active... how easy would it be to make that a 'wasted' mine?
 - ??? - do you keep mines if you get killed?  I'd recommend no.
 - Suggestion - mines should be (slightly) visible.  A mine in tall grass or in a bush should be difficult or impossible to see, i would think... but they shouldn't be invisible on a flat bunker floor.
 - Suggestion - mines should be destructible?  Is this hard to do?

 

...Most of that no one will agree with.

Have you even tried it out?

Here's what I like most about Domination... the clans that are fighting can agree on which scoring mode to use for their cw.  You could score by caps, or by kills, or by kill ratio, or by Domination.  A clan cw server that uses the Domination script doesn't detract at all from clans that want to fight based on the 'best of 3 flag-cap' method.  Domination adds to the TW game without subtracting... an ideal solution. 

It IS my personal opinion, that mines and airstrikes should be omitted from cw.  But I hope that the respective clanleaders will get involved and make that decision... thats not for me to judge in the end... only with full support by the leading TW clans will this become the standard.
Title: Re: Trenchwar Domination - update v0.2
Post by: Espadon on July 31, 2007, 10:00:37 pm
Not..liking...the..random napalm..on campers...ruins...sniping...aspect... [or is that a eC thing?]
Title: Re: Trenchwar Domination - update v0.2
Post by: Iq Unlimited on July 31, 2007, 10:27:42 pm
I believe its an eC thing, not sure what your talking about...
Title: Re: Trenchwar Domination - update v0.2
Post by: EnEsCe on July 31, 2007, 10:44:54 pm
Napalm thing was just some crap I was testing on my server.
Title: Re: Trenchwar Domination - update v0.2
Post by: Dizzy So 1337 on August 01, 2007, 03:58:21 am
Err, just a semi-random thought, but why has the Flamer never been introduced into TW?  The ultimate anti-bunker weapon in RL.  To be honest I've never understood why this weapon has always been relegated to the status of a powerup.
Title: Re: Trenchwar Domination - update v0.2
Post by: ghg on August 01, 2007, 08:17:38 am
I'd like to see a tracking beacon. So that it sends about three laws or perhaps cluster nades down onto the target area.
Title: Re: Trenchwar Domination - update v0.2
Post by: Ben on August 01, 2007, 10:15:23 am
Err, just a semi-random thought, but why has the Flamer never been introduced into TW?  The ultimate anti-bunker weapon in RL.  To be honest I've never understood why this weapon has always been relegated to the status of a powerup.

i think thats a good idea. if the flamer got modified (slower firerate) it would be nice. every team could have 1 flamer :O
Title: Re: Trenchwar Domination - update v0.2
Post by: Avarax on August 01, 2007, 12:14:00 pm
this script wasnt created to add more "stuff" in first place but to add a neutral decisive force to TW.
Title: Re: Trenchwar Domination - update v0.2
Post by: Xxypher on August 01, 2007, 01:07:12 pm
I love it, it just needs some Hexer aspects, seeing as this is your next project I am guessing, and it needs to somewhat top Hexer.
Try adding summons, spells, or things that could help.
Maybe a deal where when you touch the flag, your team gets a point and you get teleported back to your spawn, but it only works if there is enough people.
Maybe bring in sprint, vanish, warstandard, etc. Because TW is very hard to cap, and its very slow paced.
Title: Re: Trenchwar Domination - update v0.2
Post by: Avarax on August 01, 2007, 01:11:01 pm
it's not my next project, Hexer will keep getting updated, this is just a little sidekick. oh and Hexer can't be topped, especially not with the new 0.9.2 skills ;D
Title: Re: Trenchwar Domination - update v0.2
Post by: lotus on August 01, 2007, 05:26:06 pm
Just played in it. A problem has arose regarding the air strikes. Airstrikes have gone haywire and I mean instead of light bombing as usual it strikes the target area over and over again moving from Alpha to Bravo (or visa versa) and causes massive lag while doing it.
Title: Re: Trenchwar Domination - update v0.2
Post by: Dizzy So 1337 on August 01, 2007, 05:53:11 pm
Just played in it. A problem has arose regarding the air strikes. Airstrikes have gone haywire and I mean instead of light bombing as usual it strikes the target area over and over again moving from Alpha to Bravo (or visa versa) and causes massive lag while doing it.

Yar.  Meanwhile, we disabled airstrikes in Hunt server.
Title: Re: Trenchwar Domination - update v0.2
Post by: Maniatiko on August 01, 2007, 07:47:34 pm
AVARAX i suggest make the map not to copy ENESCE style and try to make it more fun

but make an APPROPIATE CLANS WAR MAP

mines I find really onesided, i cant see them, so I go boom,,, so? its really not nice


I still disagree with the MAP CONTROL TERRITORY declaring a winner, its pure stupidity (with all respect) I personally play PROFESSIONALY Counter Strike and Call of Duty 2, and most of the times its been just ME vs the WHOLE OTHER TEAM, they may be pwning me, but TIME LIMIT declares I win since they couldnt kill me in X amount of time (ps, I dont hide or camp) its just pure strategy, based on time consuming and killing, If my team has MORE KILLS i just waste opponents time and distract them so they loose cuz of time

Now I'll move this explanation to SOLDAT, the other team MAY be controlling most of the map, MAY, but we surely DEFEND it, and their MISTAKES (they get easy to kill) but STILL they control most of the map, their bad playing still makes them DESERVERS to win?

...

PS: I found that the %'s are fkd up, (or that is what I saw last day) shouldn't %'s add up to 100%?

It said Bravo team controlled 134% (wtf?)
Title: Re: Trenchwar Domination - update v0.2
Post by: Dizzy So 1337 on August 01, 2007, 09:32:44 pm
I'm not having any luck getting the script to work on a 3rd server (no problems with the other 2).  All three are Ec servers.  The working ones are on a different Ec account than the nonworking one.

Twice, I have meticulously copied the files from the working servers to the nonworking one.  On the last try I copied server.ini, soldat.ini, the scripts folder and the bots folder.  Changed soldat.ini to the correct port and joinport, no other changes.  Restarted and...

Server works fine but no Domination script, no Commander bot, nothing.

What else could I be missing?
Title: Re: Trenchwar Domination - update v0.2
Post by: EnEsCe on August 01, 2007, 09:34:25 pm
Scripting most likely isn't enabled on the account your using... Make a support ticket (http://support.enesce.com) with the login info and ill sort it out
Title: Re: Trenchwar Domination - update v0.2
Post by: Dizzy So 1337 on August 02, 2007, 04:28:40 am
OK, got that sorted, thanks Ec

Date Posted: August 02, 2007, 05:22:10 AM
So Avarax...summary for when you get back to this (no rush)

 - Airstrikes are ****ed up in 0.2
 - Your bigass 'Domination by Avarax' message runs offscreen, right side
 - Mines are a hit with some clans that Hunt wants to fight on our private server, and a miss with others (for CW's anyways).  Is it a lot to ask to make it easier for the server admin to enable/disable mines?
 - if there are any other problems, nobody has told me about 'em.

Take your time with that stuff.  Very, very happy with script, you are teh uber for even doing what you already have.
Title: Re: Trenchwar Domination - update v0.2
Post by: Xxypher on August 02, 2007, 12:21:06 pm
The message doesn't go offscreen for me.
So what? Mines are a part of the game.

You complain about everything you don't like about it.
Why is that? Its not your game is it? No.
Title: Re: Trenchwar Domination - update v0.2
Post by: DorkeyDear on August 02, 2007, 07:36:23 pm
Dang, nice! I haven't tested it but it sounds wicked awesome! Makes me want to get a TW server, but I don't feel like managing it with new maps and updating the scripts and stuff.
Title: Re: Trenchwar Domination - update v0.2
Post by: Dizzy So 1337 on August 02, 2007, 08:48:44 pm
The message doesn't go offscreen for me.
So what? Mines are a part of the game.

You complain about everything you don't like about it.
Why is that? Its not your game is it? No.

Garr.  I'm just trying to help out.

And yeah, since the domination scoring was based on my suggestion in the first place, I hope you don't find it too galling that I have some interest in helping Avarax make it perfect, if he wants to.
Title: Re: Trenchwar Domination - update v0.2
Post by: 1221995 on August 04, 2007, 06:17:12 am
Avarax is awesome...
Title: Re: Trenchwar Domination - update v0.2
Post by: Iq Unlimited on August 06, 2007, 10:00:22 pm
Avarax is awesome...

your spam is awesome...[/sarcasm]
Title: Re: Trenchwar Domination - update v0.2
Post by: DorkeyDear on August 07, 2007, 02:27:40 pm
Avarax is awesome...

your spam is awesome...[/sarcasm]
it sounds more like... encouragement to make more awesome scripts.
I hope this gets a higher demand for better stuff.. like.. once scripting becomes better where you can get where a player looks, you can have like a laser pointer that will be like a target of a bomber airplane or something, that would be SWEET, it has been on my mind for so long now, but I can't get a player's direction nor an accurate X,Y of the position on the ground of a line.
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Avarax on August 07, 2007, 06:50:24 pm
the airstrike should be fixed now
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Iq Unlimited on August 07, 2007, 09:11:49 pm
We shall find out...

EDIT: it works ;P.
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: alwex on August 08, 2007, 08:06:43 am
Ava has done it again, this sure has reborn my intrest in Soldat again. Ava you running any server with this script?
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: andrelie on August 08, 2007, 12:14:20 pm
i just LOVE the Mines, i kill somebody, get a mine, plant it, charge into enemy base, get killed, running, KABOOOMM!!! "You killed (someone)" but the bad thing is that you cant see the mines, and when its plantet it ONLY explode if a enemy is running over it :)
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Espadon on August 09, 2007, 06:30:34 am
There still is a bug with the Medic. If a Medic from Team A switches to Team B, he becomes a "fake" medic for Team B, and nobody in Team A can apply for medic, while the "fake" medic in Team B is also unable to !medic quit unless he leaves and rejoins.
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Avarax on August 09, 2007, 07:29:26 am
there is no medic :|
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Iq Unlimited on August 09, 2007, 07:52:02 am
(He's talking about the eC medic stuff, this isnt eC Espadon)
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Espadon on August 09, 2007, 08:28:42 am
Drat. Thanks for the correction.
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: MR X on August 11, 2007, 09:35:19 pm
The airstrike works not right. it brutalkills only. i dont see incomming nades or arows from the sky nor explosions. mines work perfect. can you pm me when its fixed.
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Iq Unlimited on August 12, 2007, 02:03:25 am
The airstrike works not right. it brutalkills only. i dont see incomming nades or arows from the sky nor explosions. mines work perfect. can you pm me when its fixed.

Createbullet is fucked up for airstrikes at the moment.
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: SoNNy on August 12, 2007, 06:09:23 am
Yes, i have a same problem like you, can someone fix it ?
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Freedom on August 14, 2007, 12:57:49 pm
It's good, but airstrike is

Quote
****ed up

Please, fix it ;]
Title: Re: Trenchwar Domination - Airstrike fixed: v0.2.1
Post by: Avarax on August 14, 2007, 01:39:09 pm
Update:

Code: [Select]
Changelog
v0.2.1 -> v0.2.2

-fixed Airstrikes bullettype to work with 2.6.2
-fixed Airstrikes starting condition
-fixed structure of .zip file to fit 2.6.2 scriptingcore file structure
-added Airstrike bullettype modability (open TrenchwarDomination.pas and change the line AirstrikeBulletType = 4;)
-added various ingame admin command:
                  '/airstrike' calls an airstrike
                  '/switch_domination' dis or enables domination calculation
                  '/switch_mines' dis or enables mines
                  '/switch_airstrike' dis or enables airstrikes
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Freedom on August 14, 2007, 02:17:50 pm
I still don't understand.
It doesn't work! (there is airstrike but i don't see bullets :/)
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Avarax on August 14, 2007, 02:24:44 pm
gah... condition still wrong, but now it should be easy to fix... i'll upload a finally stable airstrike condition in 5 minutes

EDIT:

fixed. all 's fine now, just redownload
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Freedom on August 14, 2007, 02:26:03 pm
I hope so :D

EDIT:

OMFG this rox!
It work in 100% [retard]

But on map ex. Ash, Laos it doesn't :(

But in maps like tw_Rime it works!! ;D
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: SoNNy on August 15, 2007, 10:59:13 am
I got it, when is realistic ON,┬  I can't see m79 bullets falling from sky, i see them,when i get killed from them.

But on Enesce's servers is realistic mod too and you can see the airstrike bullets.

edit:when is realistic off i can see the airstrike bullets nice
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: DorkeyDear on August 15, 2007, 11:26:28 am
I have a suggestion: Make it so it saves to a file the max left and right distance a person has ever traveled to per map, and have the script calculate 10 evenly distributed sections throughout the map (or however many you set it to, i forget, didn't see it in first post), even if it is a custom map or non-TW map. This way the script will work for pretty much any map, although it would need a few people to set the min and max by traveling there first.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: MR X on August 15, 2007, 11:43:21 am
This is awesome now it works for me too. thank you avarax!
but wen i change bullet types the bullets become invisible

May i create a programm for installing a trenchwar server and that that program is able to modify easly some settings of you script etc? would be cool if so.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Avarax on August 15, 2007, 12:21:23 pm
bullettypes 8,9 and 12 are blocked because they cause troubles. (Enesce blocked them)
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Snipufin on August 15, 2007, 12:25:18 pm
I hope so :D

EDIT:

OMFG this rox!
It work in 100% [retard]

But on map ex. Ash, Laos it doesn't :(

But in maps like tw_Rime it works!! ;D
Maybe they don't work if the map has a roof?
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: SoNNy on August 15, 2007, 12:28:54 pm
Have someone same problem like me ? When is realistic mode ON a can see m79 bullets only when i get killed from them.

Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Flying Dutchman on August 15, 2007, 02:22:56 pm
This is just what Trenchwar needed to declare a winner, since most of the time scores end up 0:0. Great job Avarax!
There's just one thing and I'm sorry if this is already a known fact, but after a while the script goes haywire with access violations.

Some snippets from the log:

The server runs fine at first but after a while the first error apears and errors start appearing every once in a while, as you can see the time.
Quote
07-08-15 20:18:54 
  • [Error] Trenchwar Domination -> (OnPlayerSpeak): Out of Global Vars range

07-08-15 20:22:23 
  • [Error] Trenchwar Domination -> (Airstrike): Out Of Range

07-08-15 20:22:23 
  • [Error] Trenchwar Domination -> (AppOnIdle): Out Of Range

07-08-15 20:34:28 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 08098E1E, accessing address 0000000C

07-08-15 20:36:28 
  • [Error] Trenchwar Domination -> (AppOnIdle): Out of Global Vars range

07-08-15 20:38:28 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 08098E1E, accessing address 0000000C

07-08-15 20:38:28 
  • [Error] Trenchwar Domination -> (Airstrike): Access violation at address 08098E1E, accessing address 0000000C

07-08-15 20:41:28 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 08098E1E, accessing address 0000000C

07-08-15 20:41:28 
  • [Error] Trenchwar Domination -> (Airstrike): Access violation at address 0809E63B, accessing address 00000109
Then after a while, it starts spitting out errors nonstop. Just an example:

Quote
07-08-15 20:46:52 
  • [Error] Trenchwar Domination -> (OnPlayerSpeak): Access violation at address 0809E6C4, accessing address 00000370

07-08-15 20:46:52 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 00000380

07-08-15 20:46:53 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 00000390

07-08-15 20:46:54 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 000003A0

07-08-15 20:46:54 
  • [Error] Trenchwar Domination -> (OnWeaponChange): Access violation at address 0809E6C4, accessing address 000003B0

07-08-15 20:46:55 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 000003C0

07-08-15 20:46:56 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 000003D0

07-08-15 20:46:57 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 000003E0

07-08-15 20:46:57 
  • [Error] Trenchwar Domination -> (OnWeaponChange): Access violation at address 0809E6C4, accessing address 000003F0

07-08-15 20:46:58 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 00000400

07-08-15 20:46:59 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 00000410

07-08-15 20:46:59 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0809E6C4, accessing address 00000420

07-08-15 20:46:59 
  • [Error] Trenchwar Domination -> (OnPlayerKill): Access violation at address 0809E6C4, accessing address 00000430

07-08-15 20:46:59 
  • [Error] Trenchwar Domination -> (OnWeaponChange): Access violation at address 0809E6C4, accessing address 00000440

07-08-15 20:47:00 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 00000450

07-08-15 20:47:00 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0809E6C4, accessing address 00000460

07-08-15 20:47:00 
  • [Error] Trenchwar Domination -> (OnPlayerKill): Access violation at address 0809E6C4, accessing address 00000470

07-08-15 20:47:00 
  • [Error] Trenchwar Domination -> (OnWeaponChange): Access violation at address 0809E6C4, accessing address 00000480

07-08-15 20:47:00 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0809E6C4, accessing address 00000490

07-08-15 20:47:01 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0809E6C4, accessing address 000004A0
And so on.

Is this a serverside fault, or a bug in the script? What can be done about it if it's a serverside fault?
Again, I'm sorry if this is already a known bug in the script.  [retard]

Edit: I noticed this happens when/when this happens the airstrike gets stuck at 6 seconds. From then on the whole scripts doesn't work anymore.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Avarax on August 15, 2007, 05:22:09 pm
Have someone same problem like me ? When is realistic mode ON a can see m79 bullets only when i get killed from them.


did you actually add the bot file?

@Flying Dutchman:
I'd guess this is a serverside problem regarding ThreadFuncs, the script uses those for the airstrike in a combination with the sleep() function which is generally a tricky job. Are you sure that there were no Airstrikes overlapping each other (I mean 2 happening at the same time)?
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Flying Dutchman on August 15, 2007, 05:59:16 pm
@Flying Dutchman:
I'd guess this is a serverside problem regarding ThreadFuncs, the script uses those for the airstrike in a combination with the sleep() function which is generally a tricky job. Are you sure that there were no Airstrikes overlapping each other (I mean 2 happening at the same time)?

At one time we spammed the /airstrike command, causing many overlapping airstrikes, which indeed bugged script. :P
But in general, after restarting the server, it happens after 2 or 3 maps with no apperent reason, no overlapping airstrikes. When I do /recompile, and kick the "old" bot, the script works again halfly. One team dominates the whole map according to the domination stats and when an airstrike comes in, it gets stuck at 6 seconds and the whole script stops working again.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Avarax on August 15, 2007, 06:08:44 pm
I guess it's a serverside thing then, I can't do much about ThreadFunc being buggy. It is actually possible to do it without threadfuncs if I think a bit about it...
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: DorkeyDear on August 15, 2007, 06:58:39 pm
Are you sure that there were no Airstrikes overlapping each other
It would be a good idea to set a boolean when it starts and ends to make it so only one can happen at a time, thats if you are still using the ThreadFunc thing in next version. If not, then nvm.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: SoNNy on August 16, 2007, 09:18:09 am
Have someone same problem like me ? When is realistic mode ON a can see m79 bullets only when i get killed from them.


did you actually add the bot file?

yes, I did. I made a video for demonstration┬  (low quality, but you can see it)




Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Dizzy So 1337 on August 19, 2007, 03:44:00 pm
Tiny typo in script, 'Dizzy is awarded 1 nade for grabbing'
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Carlitos on August 19, 2007, 05:59:03 pm
holy fucking shit!!!!
This is incredible!!! (sry but i didnt played in any TW server)
gj
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: DorkeyDear on September 05, 2007, 04:27:31 pm
In request from Ride
/trench on/off to disable/enable tw commands

appearntly i cant attach files to pm's, so i thought this would be the best spot.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Dizzy So 1337 on September 07, 2007, 04:52:16 pm
OK here's my problem.  I'm running this in tandem with eC's subadmin script.  Problem is, that the Domination admin commands get activated to anyone that logs in as a subadmin.

The major issue for me is that that means that a lot of people can call in airstrikes at will.  And you know how some monkeys are with the big shiny red button...

How can i disable the admin /airstrike command?  To be honest I don't need or use anything from the Domination script except the scoring.  A permanent disabling of airstrikes and mines at the root of the server would suit me fine if that's the easiest solution.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: chillis34 on September 10, 2007, 06:18:18 pm
Every so often i get this error on my server [Error] Trenchwar Domination -> (Airstrike): Invalid Opcode and I get a connection problem while the rockets fall.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Dizzy So 1337 on September 19, 2007, 02:40:44 am
Eh... originally I proposed the territory-owning notion as a good tiebreaker for CW's.  And Avarax replied to my idea with this brilliant script.

Although I remain a huge fan of the script itself, in CW's it has proven to be not as useful as I had hoped, as a determinative factor.

For one thing, Gen Bob of DO convinced me that at 'total caps across 3 maps' rather than a 'best of 3' model would be best.  So far, at least, DO, IM, AV and RE have all given this model of CW a thumbs up.  This model of victory determination greatly reduces the 'tie threat' in TW fights.  We have, at least for the moment, broken away from the high-paced 'best of 3' CTF model.

Second, the script has proved unreliable in CW's.  Perhaps due to to being activated late in the game, or due to pausing and subbing, the values given by my clan's most recent CW were highly suspect (to say the least) and had to be thrown out.

While I personally am 100% amazed by Avarax's scripting skill, and am a big fan of domscoring when it works...  As a TW clanleader I must say that AV officially withdraws its support of Domscoring as a determinative factor in CW's, along with IM and (I belive) DO and RE.  Its simply a matter of it being a script, and having unknown factors involved.  While it has proven highly reliable in the pubs, it is simply not reliable enough to hang a victory/defeat decision on, when hosted on a private server.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Domokun on September 19, 2007, 12:56:23 pm
Geez! Cooli Script!
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Mercury92 on October 03, 2007, 06:12:32 am
Have someone same problem like me ? When is realistic mode ON a can see m79 bullets only when i get killed from them.



I have the same problem, when its realistic i see only M79 bullets. And then coming errors and Airstrike doesnt woek anymore.
I am using 2.6.3 server.
And there heres error log:
Quote
(14:05:18) 
  • [Error] Trenchwar Domination -> (OnPlayerKill): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000ADA8

(14:05:18) 
  • [Error] Trenchwar Domination -> (OnWeaponChange): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000ADB8

(14:05:19) 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000ADC8

(14:05:19) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000ADD8

(14:05:19) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000ADE8

(14:05:19) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000ADF8

(14:05:20) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE08

(14:05:20) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE18

(14:05:20) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE28

(14:05:20) 
  • [Error] Trenchwar Domination -> (OnPlayerDamage): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE38

(14:05:20) 
  • [Error] Trenchwar Domination -> (OnPlayerKill): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE48

(14:05:20) 
  • [Error] Trenchwar Domination -> (OnWeaponChange): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE58

(14:05:20) 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE68

(14:05:21) 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE78

(14:05:22) 
  • [Error] Trenchwar Domination -> (AppOnIdle): Access violation at address 0044EC70 in module 'soldatserver.exe'. Write of address 0000AE88

(14:05:23) 

And so on... Any help? Maybe turn off Realistic?
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: chillis34 on October 06, 2007, 10:00:01 pm
Same thats why i shut down my server once theres a fix it will go back up.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: addict on October 17, 2007, 02:29:16 am
cool mode, i installed that on my server but no players enterd :(
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Norbo on October 27, 2007, 02:51:01 pm
Can someone tell me how to host it on my server? I use ARRSE to controle my server.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: DorkeyDear on October 27, 2007, 03:24:04 pm
Can someone tell me how to host it on my server? I use ARRSE to controle my server.
control*
This script is meant to be part of the server, not ARSSE
Extract .zip contents into the scripts/ folder inside the dedicated server
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Norbo on October 27, 2007, 03:28:34 pm
OK I got it on my server now. Just tell me what map is the best for this script
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: DorkeyDear on October 27, 2007, 05:34:46 pm
OK I got it on my server now. Just tell me what map is the best for this script
No idea ^^
I like tw_Anoxi tho :)
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: chutem on October 27, 2007, 11:08:52 pm
If I get this script is there anyway of playing against bots on one computer, like through soldat itself?
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: -Aaron- on November 05, 2007, 09:26:32 pm
Is there anyway just to get the mine script?
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: chutem on November 06, 2007, 02:42:27 am
I got this script going AND IT IS AWESOME

I love those mines when playing against bots, too bad the bots are too stupid to plant mines themselves.

Problem:
Every time an airstrike happens (apart from first time) I get a connection problem until the airstrike is over :(
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Leo on November 14, 2007, 10:40:48 am
Sometimes server crash the moment the air strike begins :(
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Avarax on November 14, 2007, 11:14:46 am
It uses ThreadFuncs for the airstrike which are very unstable and can't be made more stable. If you want a stable airstrike, you have to code it using AppOnIdle.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Ride on November 14, 2007, 06:25:35 pm
Still waiting for an update to this script :(

Its been removed from every Tw Clans server and its purpose is only for eC now which enesce fixed it up a bit.

Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Iq Unlimited on November 14, 2007, 10:26:56 pm
because he can make ThreadFunc not retarded. ThreadFunc really needs to be fixed somehow, some way, it'd make a lot of scripters happy.
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: Leo on November 15, 2007, 12:23:58 am
I can't fix it as I am no coder :(
Title: Re: Trenchwar Domination - UPDATE: v0.2.2
Post by: sai`ke on November 15, 2007, 04:11:22 pm
It has been said before but the application is simply not thread safe. It would likely require lots of rewriting and complicated access restrictions to 'fix' threadfunc and even then, it's a pretty sloppy way of coding for games to be honest.

Date Posted: November 15, 2007, 08:27:50 am
Okay, due to popular demand, and after asking Avarax for permission, I adapted the Trenchwar Domination script to handle airstrikes in AppOnIdle rather than using threadfuncs. It seems to run well.

Use the parameter strikeSpeed to set how many bombs need to fall out of the sky per second. Use airStrikeInterval to determine how often an airstrike occurs.

Let me know if there are problems with the airstrikes. The bombs are still invisible on realistic mode unless you are struck by them. This is a known problem, do not report it :P.

P.S. Would be nice if someone edited the original post to add the AppOnIdle version as well.

Enjoy!
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Ride on November 15, 2007, 07:10:13 pm
Did you fix the messed up DOM part? it always calculated wrong :S
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: sai`ke on November 15, 2007, 07:22:46 pm
No, I didn't touch the rest of the script. What's the problem?
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Iq Unlimited on November 15, 2007, 08:34:26 pm
it calculates wrong on the first map sometimes, but usually for me it fixes itsself if I nextmap or the map changes.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on November 16, 2007, 05:32:46 am
Hmm.. I get this error:

(12:31:03) 
(12:31:33) 
(12:32:03) 
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: sai`ke on November 16, 2007, 08:35:48 am
@Leo,
judging by the 30 second interval it occurs at, it must have something to do with the domination part of the script. I can't get it to do that here, so please run this debug version to give me an idea on where to look. It will print a few lines every time domination is calculated with which I can narrow it down. When fixed, I'll remove these lines of course.

Thanks in advance.

@Ride, Iq unlimited,
I think it doesn't get processed until 30 seconds in the match.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on November 16, 2007, 09:38:25 am
It did it only once so it's not that big of a problem. If it starts to occur often I'll debug it.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Dizzy So 1337 on November 16, 2007, 03:01:22 pm
it calculates wrong on the first map sometimes, but usually for me it fixes itsself if I nextmap or the map changes.

(re: bad domination values) Ya.  That's why it works fine for a public server running a map rotation, but we don't use it for clanwars anymore.  Too easy to accidentally get a wrong value.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: sai`ke on November 16, 2007, 05:56:21 pm
Okay, tell me what it is exactly, that it is supposed to do that you think it is not doing and I'll see what I can do. No promises I'll change/fix anything just yet.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: BingBong on December 19, 2007, 06:42:42 pm
i would very much like to implement the land mine in my resident evil server mod but i have no idea what i have to take out and put into mine :S plz help me
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Crimson Goth on June 08, 2008, 07:39:35 am
Is it possible to make it so that grenades could trigger mines also? I hate having to avoid a mine all map after seeing some1 plant one. Why not just nade it out or something? I think everything needs a counter...
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: DorkeyDear on June 08, 2008, 08:39:24 am
Is it possible to make it so that grenades could trigger mines also? I hate having to avoid a mine all map after seeing some1 plant one. Why not just nade it out or something? I think everything needs a counter...
Unfortunately, no. Can't check when a grenade explodes.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Th3_Th1ng on June 10, 2008, 05:10:50 am
thanks for posting this !!   :P
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: dominikkk26 on November 22, 2013, 03:49:31 pm
For 2.7.6:
Download (http://forums.soldat.pl/index.php?action=dlattach;topic=18136.0;attach=30779)



Rebuild by Dominik TrenchwarDomination v0.3.0 ;]
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: AntyMan on August 22, 2014, 03:43:31 pm
0.3.1:
- Work on 2.7.7
- Optimized: all script core
- Fixed: errors bombing in one place
- Fixed: Display of dominance
- Added: anti bugs while kick bot from spec
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: DarkCrusade on August 24, 2014, 09:35:58 am
^ It is Dominikk26. :B
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: AntyMan on August 24, 2014, 01:15:31 pm
DarkCrusade another unnecessary message, to add yourself +1 post.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Moroes on August 24, 2014, 01:19:54 pm
I don't think that posthunting is the main reason why he wrote. I think DC just wanted everyone to know that it's you so the credit goes to the right guy. Isn't that nice?
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: 0-0 on September 01, 2014, 02:34:54 pm
Reupload  archive v 0.3.1 please.
It's damaged.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Dragstie on September 17, 2014, 11:12:05 am
As stated above
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: soldat-game on January 29, 2016, 06:22:04 am
TrenchwarDomination 0.3.3_old:
ScriptCore: 2.0
- Fixed a bug with the calculation of domination and an indication winners
- Fixed a bug with the bombing at the center of the map
- Fixed other small bugs

TrenchwarDomination 0.3.3_SC3:
ScriptCore: 3.0
- Write a script from zero in script core 3, eliminating some bugs
- The new system airstrike, so on large maps does not have much distance between the bomb
- Several new settings:
Code: [Select]
MaxDominationRange = 10000;
CountDownTime = 6;      //Airstrike warning time
StrikeSpeed = 60;        //Strike speed the lower the value the faster, the smallest is 1, recommended and max valute is 60
NumBombs = 6; //Number of bombs, default = 6 (recommended)
DistBomb = 40; //Distance bombs in airstrike
Rand = 30; //Through random offsets bombs
DominanceInterval = 30;  //The number of seconds calculated domination
AirstrikeInterval = 4;    //What how many minutes to run airstrike
AirstrikeBulletType = 4; //Airstrike bullet style, default = 4 (recommended), see bullet types list here: http://wiki.soldat.pl/index.php/CreateBullet
FlagGrabBonus = 6;        //Flag grab bonus percent
FlagScoreBonus = 10;      //Flag score bonus percent
KillsPerMine = 8;        //Number of kills needed to create mines, set to 0 to disable mines
DistanceMinesToFlag = 200; //Distance from flags to create mine
MineMaxDuration = 160;    //Seconds to automatic detonate mines
cAlphaBright = $FF3520; //Colors:
cBravoBright = $233BFF;
cAlphaDark = $B60000;
cBravoDark = $0000BF;
cAirstrike = $EE7700;
cMine = $00AF78;
cTie = $444444;

Admins: If I use Map.RedFlag or Map.BlueFlag on when the server starts or (if server start) use OnBeforeMapChange or OnAfterMapChange the server doesn`t start up.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: soldat-game on February 07, 2016, 10:08:54 am
If you are using a newer version of the server plese using up version (TrenchwarDomination 0.3.3_SC3 (http://forums.soldat.pl/index.php?action=dlattach;topic=18136.0;attach=32323+)).

Note: If u have problems while starting servers using this version.
For soldatserver 2.8.0 - TrenchwarDomination 0.3.3b_SC3:
- Now server successfully starts

Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on January 24, 2017, 08:37:08 am
I know this post is old but trying to set up a TW server again and I get this:

17-01-23 18:50:26 
17-01-23 18:50:26 
17-01-23 18:50:26 

any help would be appreciated :)
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: soldat-game on January 24, 2017, 12:43:37 pm
Use old version or me new version?
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on January 24, 2017, 01:15:30 pm
I am trying to use your version.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: soldat-game on January 24, 2017, 02:10:56 pm
TrenchwarDomination 0.3.4_SC3:
ScriptCore: 3.0
- Update code for new ScriptCore3 (fix bug on Player.Kick();)
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on January 24, 2017, 04:30:05 pm
Thanks, that works.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on January 24, 2017, 04:36:50 pm
Damn, got another one:
23:35:41 
►             
►             
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: soldat-game on January 24, 2017, 05:14:53 pm
I do not have this problem. Give details when that happens?
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on January 25, 2017, 02:41:49 am
It happens when someone joins spectator:

Code: [Select]
17-01-25 08:39:25 Leo has joined spectators.
17-01-25 08:39:37  [*] [TrenchwarDomination] Unhandled exception occured:
17-01-25 08:39:37  [*] [TrenchwarDomination] In unit TrenchwarDomination.pas(81:5) [CALCULATEDOMINATION]: In unit TrenchwarDomination.pas(81:5): Out Of Range
17-01-25 08:39:37  [*] Disabling TrenchwarDomination

Code: [Select]
17-01-24 22:35:18 Count[E-]r has joined spectators.
17-01-24 22:35:46  [*] [TrenchwarDomination] Unhandled exception occured:
17-01-24 22:35:46  [*] [TrenchwarDomination] In unit TrenchwarDomination.pas(81:5) [CALCULATEDOMINATION]: In unit TrenchwarDomination.pas(81:5): Out Of Range
17-01-24 22:35:46  [*] Disabling TrenchwarDomination
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: soldat-game on January 25, 2017, 03:14:25 pm
0.3.5 SC3:
Im dont have this bug. This script used to work on my battlefield sever. I wrote this part of the script differently, now is not used to create an array.
Title: Re: Trenchwar Domination - v0.2.3 - Airstrike fixed
Post by: Leo on January 25, 2017, 04:12:45 pm
Thanks for the fix, I"ll let you know if I notice other bugs.