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Server Talk => Scripting Releases => Topic started by: zakath on September 20, 2008, 01:00:47 pm

Title: Mission Mod
Post by: zakath on September 20, 2008, 01:00:47 pm
Script Name: Mission Mod
Script Description: New game mode with Missions
Original Author(s): Zakath
Credits:
Some Code/Ideas borrowed from Danmers Zombie script and Avarax Trenchwar/Miracle Mod
Explode function from DorkeyDear
Other ideas from Norbo,Gizd,Sandman
Core Version: 2.6.3
Mission Mod Script (http://www.inc-soldat.se/missionmod.zip)
Mission Mod Mappack (http://www.inc-soldat.se/mmpack.rar)
(http://inc.sytes.net/missionmod.png)

Info:

Mission Mod is a game mode with missions, You create your character, level up eventually choose your specialization and work together with other people to finish missions.

Story:
You are a member of the Terrorist/Mercenary organisation called Alpha Force.
Atm you are however a captive in a prison on an island, so your first task is to escape prison...and then you will have your revenge at the world.


Features:
- Mission game mode: Have to "finish" each level to get to the next one
- Character system with different classes/skills/levels/etc
- Unique maps with special settings for each "level" and the game gets harder the further you get level wise

Howto:
- Join a mission mod server
- You will be transfered to spectator mode
- To start playing create an account or login to your already existing account by either doing:
- /create <username> <password> (this is using commands you do them by pressing '/' and not 't' and writing them)
- or
- /login <username> <password>
- start killing enimies and finish missions to earn xp
- You finish a mission by bringing the black flag to the white flag(or someone else) and then 30 % or more of the players have to get to the extraction point(which is the white flag).
- and at level 5 you will be able choose your specialization, you do this by doing
- /class <classname> for example: "/class commando" and from now on your speciality will be Commando
- when you have a class you can use different skills that each class have which can be found if you look at "/skills"
- All skills have their own command but also have a general mapping so that you can use them with taunts that is /skillX where you change X with 1-4
- other commands can be found by looking at "/help"


Classes

Soldier  (base class) Pistol, AK-47 Level2,    

Active Skills
Bio - Biological Strike that hurts the enimes around you(not kills though).
Bomb - Throws out grenades around you.
Rage - Berzerk
Flamer - Flamethrower
Stealth - Invicibility
Nuke - kills enemies around you
Reinforce - Reinforce your team members

Passive Skills
Vest - get vest at spawn(All - level 16)
Loot - Looting of grenades from killing enemies(All except Commando - level 1)
Lock and Load - Upgrade of Loot to also loot ammo(Assault - level 1)
Regen - Regeneartion of life every second(All - level 1)
Critical Hit - Chance to kill in one shot(Commando, Marine - level 1)

Expert class, requires level5
ClassLevel 5Level 8Level 12Level 16Level 20Level 25Level 30
AssaultChainsawSpasMinimi, MinigunVestRage(cooldown)N/AReinforce(cooldown)
MarineMp5DeaglesAugVestFlamer(cooldown)Bio(cooldown)Reinforce(cooldown)
ArtilleryLawM-79Bomb(Cooldown)VestNuke(cooldown)N/AReinforce(cooldown)
Sniper   KnifeRugerBarretVestStealth(cooldown)N/AReinforce(cooldown)

Skill Mapping of all the skills
Class/skill1/skill2/skill3/skill4
Assault/rage/rage/reinforce1/reinforce2
Marine/flamer/bio/reinforce1/reinforce2
Artillery/bomb/nuke/reinforce1/reinforce2
Sniper/stealth/stealth/reinforce1/reinforce2



Missions:


Name: Prisonbreak
Overview (http://inc.sytes.net/mm_Prison.png)
info: Break out of prison and escape with the submarine

Name: Aircraft Carrier
Overview (http://inc.sytes.net/mm_Carrier.png)
info: Infiltrate and take objective to the extraction point at the submarine

Name: Invasion of the Mainland
Overview (http://inc.sytes.net/mm_Invade.png)
info: Invade and raise our flag to conquer the Fortress

Name: BattleField
Overview (http://inc.sytes.net/mm_Field.png)
info: Conquer the battlefield by raising our flag at the hill

Name: Infiltration of a Village
Overview (http://inc.sytes.net/mm_Village.png)
info: Infiltrate the village and take the objective to the extraction point

Name: Airfield
Overview (http://inc.sytes.net/mm_Airfield.png)
info: Take Over the Airfield

Name: Battle of New York Part 1
Overview (http://inc.sytes.net/mm_NewYork1.png)
info: Fight your way towards Manhattan

Name: Battle of New York Part 2
Overview (http://inc.sytes.net/mm_NewYork2.png)
info: Conquer the skyscraper by raising our flag at the top

Name: Highway
Overview (http://inc.sytes.net/mm_Highway.png)
info: Secure the Highway as its esential to our contiued campaign

Name: Military Base
Overview (http://inc.sytes.net/mm_Base.png)
info: Infiltrate and retrieve the secret documents from the Military Base

Name: Whitehouse
Overview (http://inc.sytes.net/mm_Whitehouse.png)
info: Kidnap the president and bring him to extraction point

Name: Farm
Overview (http://inc.sytes.net/mm_Farm.png)
info: Our food supply is running low

Name: Radar
Overview (http://inc.sytes.net/mm_Radar.png)
info: Take over the Radar Station

Name: Valley
Overview (http://inc.sytes.net/mm_Valley.png)
info: We need to secure this Valley so we can continue pushing forward

Name: Canyon
Overview (http://inc.sytes.net/mm_Canyon.png)
info: Its just this canyon that stand between us and our final push

Name: Norad
Overview (http://inc.sytes.net/mm_Norad.png)
info: Retrieve their Nuclear Weapon codes

Name: Golden Gate
Overview (http://inc.sytes.net/mm_GoldenGate.png)
info: This bridge stands between us and San Francisco

Name: Battle of San Francisco
Overview (http://inc.sytes.net/mm_SF.png)
info: The Last Standing City in the U.S. is ours for the taking

Name: Oilrig
Overview (http://inc.sytes.net/mm_OilRig.png)
info: Oil has been found at on old oilrig that could be useful to our campaign

Name: Invasion of Mexico
Overview (http://inc.sytes.net/mm_Mexico.png)
info: The time has come to look south of the border

You can play at:
soldat://inc.sytes.net:63073
And when you have become more experienced at:
soldat://inc.sytes.net:22073 (level 16+)

For Contact and Support
IRC #soldat.inc at quakenet or http://inc.sytes.net/forum/
Title: Re: Mission Mod
Post by: Norbo on September 20, 2008, 01:28:28 pm
Awesome mode :)
and im in the credits! :)
Title: Re: Mission Mod
Post by: zakath on September 20, 2008, 03:36:32 pm
Fixed an issue with FileExists thx Toumaz for notifying me of it ;)
Title: Re: Mission Mod
Post by: miketh2005 on September 20, 2008, 04:10:07 pm
nice work, took you a long time, eh?
Title: Re: Mission Mod
Post by: zakath on September 20, 2008, 04:39:13 pm
nice work, took you a long time, eh?
Well not really started about 3 weeks ago and maybe scripted/mapped 15 hours which most of it was mapping
Title: Re: Mission Mod
Post by: miketh2005 on September 20, 2008, 05:17:52 pm
the script and idea is really good

but the execution of it = fail

i must say the maps are really :-O eye dropping though

but really, the missions should be way more than just carrying a flag from one spot to another...

but no worries because me and rampage are working on a mission script too :P

Date Posted: September 20, 2008, 06:16:51 pm
nice work, took you a long time, eh?
Well not really started about 3 weeks ago and maybe scripted/mapped 15 hours which most of it was mapping

lolz, thats a long time in scripting terms...ah, but how much was plainly scripting?
Title: Re: Mission Mod
Post by: zakath on September 21, 2008, 03:18:35 am
the script and idea is really good

but the execution of it = fail

i must say the maps are really :-O eye dropping though

but really, the missions should be way more than just carrying a flag from one spot to another...

but no worries because me and rampage are working on a mission script too :P

Date Posted: September 20, 2008, 06:16:51 pm
nice work, took you a long time, eh?
Well not really started about 3 weeks ago and maybe scripted/mapped 15 hours which most of it was mapping

lolz, thats a long time in scripting terms...ah, but how much was plainly scripting?

2-3 hours
Title: Re: Mission Mod
Post by: BombSki on September 21, 2008, 06:48:47 am
nice work, took you a long time, eh?
Well not really started about 3 weeks ago and maybe scripted/mapped 15 hours which most of it was mapping
lolz, thats a long time in scripting terms...ah, but how much was plainly scripting?

"my e-penis is bigger because i can script faster" - get a life

as for the script, nice job. good to see you made it available for everyone :)
Title: Re: Mission Mod
Post by: Gizd on September 21, 2008, 07:45:12 am
When he enabled it for every1, no1 can now complain that server is not rl. Want rl ? - Do your own server !

and im in the credits! :)
Me too :D, i'm on screenshots too  [retard]
Title: Re: Mission Mod
Post by: Laser Guy on September 21, 2008, 07:48:43 am
I'm so happy, I luv you man!


Great job! I'm fukin adding it to my favs in XFire! <3
Title: Re: Mission Mod
Post by: miketh2005 on September 21, 2008, 03:26:33 pm
nice work, took you a long time, eh?
Well not really started about 3 weeks ago and maybe scripted/mapped 15 hours which most of it was mapping
lolz, thats a long time in scripting terms...ah, but how much was plainly scripting?

"my e-penis is bigger because i can script faster" - get a life

as for the script, nice job. good to see you made it available for everyone :)

I wasn't saying that I can script faster than him, I was praising him for creating a good script and very good maps for it, but then he said it didnt take long on it, so I just said that 15 hours was a long time, but then I saw he said most was mapping, so thats when I sad "AH" meaning i understand, then asked a further question, don't be too quick to flame, we have enough on this forum.
Title: Re: Mission Mod
Post by: shantec on September 21, 2008, 03:42:04 pm
Well i agree with miketh; the missions really should be something more than just carryin' flag!

But i like the other script though (like every else script xD )
Title: Re: Mission Mod
Post by: Laser Guy on September 21, 2008, 04:05:51 pm
10:00 PM (GMT) Server was down... system maintenance?
Title: Re: Mission Mod
Post by: zakath on September 22, 2008, 03:14:22 am
10:00 PM (GMT) Server was down... system maintenance?

Not as far as I know
Title: Re: Mission Mod
Post by: Hair|Trigger on September 22, 2008, 03:24:02 am
Good work :)  I will have to come in for a game some time

The maps don't compete with trenchwars in terms of looks, but then again you can't really judge a book by it's cover eh? >.>
Title: Re: Mission Mod
Post by: zakath on September 22, 2008, 03:42:52 am
Good work :)  I will have to come in for a game some time

The maps don't compete with trenchwars in terms of looks, but then again you can't really judge a book by it's cover eh? >.>


Well I'v been focusing on gameplay and getting the number of maps up instead of looks but they are constantly being revised so they will probably look better in the future ;)
Title: Re: Mission Mod
Post by: Rampage_Terranius on September 22, 2008, 07:09:43 am
You stole my idea i tells ya! lol no gj looks very good as mike was saying before we were thinking of making a mission based script as well but you seem to have beaten us to it  ;)
Title: Re: Mission Mod
Post by: Mercury92 on September 24, 2008, 01:20:37 pm
Good Work. You should fix XP. It doesn't go up, It stays zero.
Title: Re: Mission Mod
Post by: Laser Guy on September 24, 2008, 01:34:20 pm
Good Work. You should fix XP. It doesn't go up, It stays zero.
It goes up for me :)

PS Zakath, remember LightSniper? That was me ;)
Title: Re: Mission Mod
Post by: zakath on September 24, 2008, 03:07:51 pm
Good Work. You should fix XP. It doesn't go up, It stays zero.

Care to elaborate on that issue?



Date Posted: September 24, 2008, 04:05:19 pm
Good Work. You should fix XP. It doesn't go up, It stays zero.
It goes up for me :)

PS Zakath, remember LightSniper? That was me ;)

Hehe yep ;)
Title: Re: Mission Mod
Post by: rayanaga on September 25, 2008, 04:31:53 pm
You stole my idea i tells ya! lol no gj looks very good as mike was saying before we were thinking of making a mission based script as well but you seem to have beaten us to it  ;)

I said the exact same thing when mission mod came out. :D. Ah well, early bird gets the worm!
Title: Re: Mission Mod
Post by: Laser Guy on September 25, 2008, 04:49:42 pm
You stole my idea i tells ya! lol no gj looks very good as mike was saying before we were thinking of making a mission based script as well but you seem to have beaten us to it  ;)
Why don't you finish it anyway? I mean, it might turn out better or complitely different. ;)
Title: Re: Mission Mod
Post by: zakath on October 01, 2008, 06:20:44 pm
Update:
- Fixed some bugs
- Added a new mission
Title: Re: Mission Mod
Post by: NailsForLunch on October 14, 2008, 10:25:44 pm
Currently hosting this on my own server.

Seems to be running fine atm, except the script crashed once?

It's Australian hosted and you guys can play it at:
117.55.226.113:23072

Date Posted: October 14, 2008, 09:28:20 am
The maps don't loop in order properly....

Only the first 3 maps play in one big loop

And on some other maps if I manually set them, the bots don't add.
Title: Re: Mission Mod
Post by: zakath on October 15, 2008, 05:29:14 am
Currently hosting this on my own server.

Seems to be running fine atm, except the script crashed once?

It's Australian hosted and you guys can play it at:
117.55.226.113:23072

Date Posted: October 14, 2008, 09:28:20 am
The maps don't loop in order properly....

Only the first 3 maps play in one big loop

And on some other maps if I manually set them, the bots don't add.

Well It crashes sometimes so I suggest you use some kind of autorestart service for example sars (http://forums.soldat.pl/index.php?topic=12410.0)

The Maps are chosen depending upon the average level of the players playing atm so in the beginning when you are level 1 you can only play the 3 first maps
And the map has to have mission file for it to add bots
Title: Re: Mission Mod
Post by: KYnetiK on October 15, 2008, 05:35:09 am
Absolutely LOVE this Mission Mod!

 Really fun, although im yet to find many players > lvl 5, so the maps are gettin pretty monotonous.
I am a fan of the aircraft carrier map, really cool map. Would love to play this on a normal pub inf.

Also the map at the top row, middle column of the image in first post was a real blast! Love the airstrike feature, and the sheer madness of crossing the map.

Thank god i have a saw to play with.

I really love how killsprees affect exp, great feature. Hopefully the overall balance works out when we start see more specialised classes around, looks quite solid so far.

Excellent work guys ^_^


[edit]

There was an Aus server recently up that got me addicted. The server was only supposed to be reset but now its offline 9_9. Im gettin withdrawals man!
Title: Re: Mission Mod
Post by: NailsForLunch on October 15, 2008, 07:29:20 pm
Absolutely LOVE this Mission Mod!

 Really fun, although im yet to find many players > lvl 5, so the maps are gettin pretty monotonous.
I am a fan of the aircraft carrier map, really cool map. Would love to play this on a normal pub inf.

Also the map at the top row, middle column of the image in first post was a real blast! Love the airstrike feature, and the sheer madness of crossing the map.

Thank god i have a saw to play with.

I really love how killsprees affect exp, great feature. Hopefully the overall balance works out when we start see more specialised classes around, looks quite solid so far.

Excellent work guys ^_^


[edit]

There was an Aus server recently up that got me addicted. The server was only supposed to be reset but now its offline 9_9. Im gettin withdrawals man!

Hahha, yeah....

Sorry about my server going down....

I tried to change it to knife basketball, and totally stuffed the server up! Need one of the hosts to come online to fix it.

I am running it on one of my other servers now, and will probably be able to be permanently found there:

203.46.105.41:20160

I'm level 6 on there ;).

/kick bots

-caps flag for xp-

-win-
Title: Re: Mission Mod
Post by: KYnetiK on October 16, 2008, 10:44:55 am
haha awesome =D

Ill be addin that to my faves then.

So im guessing ill have to reach lvl 6 and dominate the spree list again eh?

btw im [Something Else]


Date Posted: October 16, 2008, 01:47:23 am
Yo Nails, it seems as though the script has died. No commands function, bots are confused, and you got ya work cut out for ya.
Title: Re: Mission Mod
Post by: NailsForLunch on October 16, 2008, 02:53:03 pm
haha awesome =D

Ill be addin that to my faves then.

So im guessing ill have to reach lvl 6 and dominate the spree list again eh?

btw im [Something Else]


Date Posted: October 16, 2008, 01:47:23 am
Yo Nails, it seems as though the script has died. No commands function, bots are confused, and you got ya work cut out for ya.

Yeah, it's funny like that.....

I'm not sure why it does that...

!reset and it should fix itself....

Just type !reset and it resets script... My other server is back up running it too.

117.55.226.113:23072

Though, It probably won't permanently run on that server, it is however stable on that one.
Title: Re: Mission Mod
Post by: KYnetiK on October 17, 2008, 12:00:11 am
sweet, i didnt think of !reset.

Any way, several times Ive joined last couple days and my account info is gone, forcing me to create a new one which alas also dies. Hopefully this stuff doesnt happen too often. Is it possible to have some kind of account backup/restore system?
Title: Re: Mission Mod
Post by: NailsForLunch on October 17, 2008, 12:09:43 am
I've been fecking around with the servers when I was changing to change scripts and fecked up everyone's accounts -.- (sorry about that)

So now I'm running two mission mod servers and will just rent a third...

Your account (should) i say SHOULD stay intact.



To the dev of the script: One of the two servers when it starts off after the server being restarted or the map cycle being completed, there's no bots on prison... Any idea why?

Alright thanks, and keep enjoying the server KYnetiK ;).



EDIT: To the admin that fixed this up, Kudos and sorry, I forgot swearing was banned D:.
Title: Re: Mission Mod
Post by: zakath on October 17, 2008, 02:57:39 am
I've been fecking around with the servers when I was changing to change scripts and fecked up everyone's accounts -.- (sorry about that)

So now I'm running two mission mod servers and will just rent a third...

Your account (should) i say SHOULD stay intact.



To the dev of the script: One of the two servers when it starts off after the server being restarted or the map cycle being completed, there's no bots on prison... Any idea why?

Alright thanks, and keep enjoying the server KYnetiK ;).
Make sure you have loaded the right version of prison, the map has been revised ie mm_Prison_1 instead of mm_Prison if not it probably can't find the mission file and will not add bots.
Title: Re: Mission Mod
Post by: rumpel on October 17, 2008, 07:02:16 pm
i host atm too

92.51.132.138:23073

i think it will stay 24/7 - love it

Date Posted: October 17, 2008, 06:40:17 pm
dude it now says all teh time 2 times more...
and when we cap it says 1 for few secs then 2

mostly on air carrier map
Title: Re: Mission Mod
Post by: NailsForLunch on October 17, 2008, 10:42:47 pm
i host atm too

92.51.132.138:23073

i think it will stay 24/7 - love it

Date Posted: October 17, 2008, 06:40:17 pm
dude it now says all teh time 2 times more...
and when we cap it says 1 for few secs then 2

mostly on air carrier map

It's a TEAM based game..

You need to evacuate x number of team members.

So say you have 6 players in server... you'll need ~2 people evacuated at the boat for carrier.

Hence why when someone caps, it says 1 more, if he then leaves the boat It'll shoot back up to two more.

You need the person who caps to stay on the boat and get a 2nd team mate there. It doesn't mean you need to cap a 2nd time.
Title: Re: Mission Mod
Post by: rumpel on October 17, 2008, 11:20:13 pm
OH lol i thought the flag is the one you need to evacuate

thnks very much
Title: Re: Mission Mod
Post by: -[Shinigami]- on December 21, 2008, 01:51:16 am
Hey I'm having trouble setting this up on a LAN. Can someone please tell me how to install the scripts and start the server?
Title: Re: Mission Mod
Post by: zakath on December 21, 2008, 05:31:47 am
well it should be just to copy over all the files from both the archive containing the scripts and the mappack into the server directory then edit soldat.ini to suit your needs and you should be ready to go
Title: Re: Mission Mod
Post by: frosty on February 03, 2009, 02:11:32 am
one last problem, most of the maps are missing in mapslist, and i dont even know what the mission order is
Code: [Select]
mm_Prison_1

surely there should be more than this

Title: Re: Mission Mod
Post by: zakath on February 03, 2009, 06:08:52 am
one last problem, most of the maps are missing in mapslist, and i dont even know what the mission order is
Code: [Select]
mm_Prison_1

surely there should be more than this



there should only be that mission in the maplist, the other missions are decided by the script and not by the maplist.
Title: Re: Mission Mod
Post by: frosty on February 03, 2009, 05:11:45 pm
oh ok, one last question, is there a way to add a part of the code that gives admins all weps?

*edit* and another part of the code that lets an admin set a different weapon mod for admins, while theres a normal one for players?

allows for 1 hit kill law enforcement

and my admins are carefully selected, i have never had any problems with power abuse because i am careful who i choose