Author Topic: Trenchwar Territories  (Read 17947 times)

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Offline DorkeyDear

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Trenchwar Territories
« on: November 05, 2007, 09:00:11 pm »
Script Name: Trenchwar Territories
Script Description: Alpha and Bravo teams capture territories while heading along towards the enemy. All previous territories must be captured in order to capture a territory. Every second, each team gains a point for each territory they control. Once either team captures all territories or receives enough points, then they are victorious.
Original Author: Curt
Server Version: 2.6.3
Core Version: 2.2
Download: http://curt.soldatrs.com/scripts/Territories.zip
Commands:
Public:
/scores: gives Alpha, and Bravo scores, along with total needed points.
Admin:
/enable: Enables the territories script.
/disable: Disables the territories script.
/enablemap: Enables the script for the current map. (Sometimes helpful with finding bugs in map data)
/disablemap: Disables the script for the current map. (Note that once the map changes, the script may re-enable itself for that map)
/loadsettings <file>: file.ini file located within the Territories folder. When blank, loads settings.ini.
/loadmapdata <name>: loads the current map's data with the name of name. (explained under how to create map data) When blank, loads default.
Note: If RSN=true in settings.ini, then you must type the script's folder name first (default "Territories"); Example: (RSN=true) /territories disablemap
settings.ini:
Quote
[General]
Enabled=true            first state of the /enable /disable commands
ControlTime=8          time needed (in seconds) in order to claim a territory
ModSpawns=true      when true, spawn points are recreated in the most recent territory
PointsLimit=1800       amount of points needed to be victorious (0 for no limit)

[Colors]
Color=$FF52DD52             default messages color
ErrorColor=$FFEF8282       color of an error message
AlphaColor=$FFDF5253      color of alpha-team related messages
BravoColor=$FF5353DF      color of bravo-team related messages

[Commands]
RSN=true                 when enabled, you must type the script's name prior admin commands
Map Data:
Quote
[<name>] (name is for /loadmapdata <name>; "default" is the name that is loaded automatically)
Enabled=true/false (default state of /enablemap /disablemap)

Bases=# (number of bases the script expects to find within the file)

B#_Groups=# (number of groups of "or" groups of checks)
B#G#_Checks=# (number of "and" checks)
B#G#C#_Type=_ (style of check; available types: right, left, above, below, distance, !distance)
B#G#C#_Location=# (location of the check (used with right, left, above, below types))
B#G#C#_X=# (X location of check type distance or !distance)
B#G#C#_Y=# (Y location of check type distance or !distance)
B#G#C#_Distance=# (distance from X,Y to player required to be true for check type distance or !distance)
B#_Spawns=# (number of spawn points for this base)
B#S#_X=# (X location of this spawn point)
B#S#_Y=# (Y location of this spawn point)
B#F_X=# (X location for the flag)
B#F_Y=# (Y location for the flag)
Word description: There are _ amount of bases per map... Each base needs "groups", and each group needs "checks" ... all checks need to be true in order for the check to be true; and if any of the groups are true, then there is a player in a base. I used the exact same style as my Soccer script, which I should be releasing soon.

Example map data have been included with the script. You may modify the map data of these data as you wish.

The purpose of RSN is in case you have other scripts that have commands that collide. For future scripts, I will try to implement this (but not for small scripts).

Example Maps:
tw_Anoxi
tw_Nomans
tw_Gloryhill
tw_doppleganger
ctf_tw_marsh
tw_Stalingrad
tw_windmill
ctf_tw_Fangen 0.95
ctf_tw_ColdMorning
ctf_tw_Crescent
ctf_tw_Rage
ctf_tw_Rime
ctf_tw_Village
tw_caen
tw_moats
tw_Junkyard
tw_Battlefield
tw_Rage
tw_Paperwar
tw_Moats
tw_Rime
tw_Limbo
tw_Cresent
tw_Village
(A list of maps that I am planning to get map data for... crossed-out ones are ones that data has already been made for)

I uploaded every TW map I have into one file, in case you have a different version of the map than I do.. Different maps will mess up the game sense the map data probably won't align correctly. Link
« Last Edit: July 29, 2008, 05:59:36 pm by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #1 on: November 06, 2007, 12:02:24 am »
Will this work with all tw maps ? And how we make the map data ?  :o
p.s Ok, I see how it works. Too much work though, how about making a package of, let's say, 10 tw maps ?  :)
« Last Edit: November 06, 2007, 12:26:46 am by Leo »

Offline Master Chief43

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Re: Trenchwars Territories
« Reply #2 on: November 06, 2007, 05:05:28 am »
This script is AWESOME! But... yea... why don't ya make more for us eh? LoL!
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Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #3 on: November 06, 2007, 08:47:11 am »
Don't worry, I will be making more map data..
Any suggestions on what maps I can do it for?

Offline Leo

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Re: Trenchwars Territories
« Reply #4 on: November 06, 2007, 08:59:48 am »
DorkeyDear, here is a small package: http://www.realsol.org/tw_maps/ Just make me the .ini files and I'll fire up a server :)

Offline BombSki

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Re: Trenchwars Territories
« Reply #5 on: November 06, 2007, 09:03:11 am »
boo new maps. maps like rime and rage arent nearly as good as the old maps like moats, chemical and gloryhill.
I like the point-based idea of this script. there have been some suggestions to add something like this to TTW too, but then with a decreasing number of points

Offline Leo

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Re: Trenchwars Territories
« Reply #6 on: November 06, 2007, 09:07:36 am »
Ok, I added moats. Gloryhill has already an .ini file, don't like chemical that much.

Offline echo_trail

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Re: Trenchwars Territories
« Reply #7 on: November 06, 2007, 09:14:26 am »
Woah, this is just a great idea. Full support. How about adding all the maps from Avarax' servers? they're unbelievably awesome.. If he agrees ofcourse.
I fucking miss all you cunts!

Offline BombSki

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Re: Trenchwars Territories
« Reply #8 on: November 06, 2007, 09:28:18 am »
Which maps do you mean? I dont think avarax is still hosting a TW server.. but i could be wrong.
and i agree there should be more classic maps. some names:
doppleganger
nomans
marsh (awesome map where enemy flag is at your own base, which IMO all tw maps should have)
windmill
stalingrad

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #9 on: November 06, 2007, 09:42:51 am »
I just added tw_doppleganger map data..
I'll be working on the other maps.
EDIT:
My to do list:
ctf_tw_marsh
tw_windmill
tw_Stalingrad
ctf_tw_Fangen 0.95
ctf_tw_ColdMorning
ctf_tw_Crescent
ctf_tw_Rage
ctf_tw_Rime
ctf_tw_Village
tw_caen
tw_moats
(EDIT: look up top at first post for a more up-to-date list)

I'll be going in order from top to bottom, so if anybody wants to help me.. you may.
« Last Edit: November 06, 2007, 05:24:56 pm by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #10 on: November 06, 2007, 10:19:03 am »
I have started a server with current 4 maps: 89.149.202.139:23076 Keep them coming DorkeyDear :)

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #11 on: November 06, 2007, 10:28:14 am »
ctf_tw_marsh finished
fixed a small bug :)
« Last Edit: November 06, 2007, 10:37:33 am by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #12 on: November 06, 2007, 10:48:27 am »
Hmm.. got a problem:

(17:46:28) Next map: tw_doppleganger
(17:46:33) Doppleganger - Wraithlike
(17:46:34) 
  • default -> Error loading map data (tw_doppleganger): Invalid type

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #13 on: November 06, 2007, 11:16:51 am »
Hmm.. got a problem:

(17:46:28) Next map: tw_doppleganger
(17:46:33) Doppleganger - Wraithlike
(17:46:34) 
  • default -> Error loading map data (tw_doppleganger): Invalid type
I had a typo.. I had "B#S#_x" instead of "B#S#_X", 1 sec.. ill also include tw_windmill's map data with the fix..

kk uploaded it

added tw_Stalingrad
« Last Edit: November 06, 2007, 11:37:06 am by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #14 on: November 06, 2007, 11:41:36 am »
Hmm.. also many errors when someone joins spectator:
(18:13:13) 
  • [Error] default -> (AppOnIdle): Out Of Range

(18:13:13) 
  • [Error] default -> (AppOnIdle): Out Of Range

(18:13:14) 
  • [Error] default -> (AppOnIdle): Out Of Range


Offline sai`ke

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Re: Trenchwars Territories
« Reply #15 on: November 06, 2007, 12:18:28 pm »
hehe, don't set spawnpoint owners to the spectator team, we've had the same with the progressive spawning in the tactical trenchwars script at first.
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Offline Leo

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Re: Trenchwars Territories
« Reply #16 on: November 06, 2007, 12:23:22 pm »
I have problems with the server shutting down, DorkeyDear come to irc if you can.

Offline Master Chief43

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Re: Trenchwars Territories
« Reply #17 on: November 06, 2007, 12:55:01 pm »
eh... wanna see my maplist?
 -tw_Junkyard
 -tw_Battlefield
 -tw_Rage
 -tw_Paperwar
 -tw_Moats (anyone know whr the newest version of this map is? the one with no invisible polys?
 -tw_Rime
 -tw_Limbo
 -tw_Cresent
 -tw_Village
Thank j00!
In-Game Name: "Master Chief43"
Favorite Map: ctf_Ash
Favorite Mods: Special Operation 2.0, Original Soldier 1.9
Favorite Guns: [MP5][AK74][socom][Barret]

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #18 on: November 06, 2007, 01:29:10 pm »
Kk, I fixed the spectator issue

Offline BombSki

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Re: Trenchwars Territories
« Reply #19 on: November 06, 2007, 01:52:11 pm »
awesome. if you add these old maps to your server leo, i will most likely play on it. old/classic tw maps ftw.