Baserace Map


(hellreturn) #1

Well the original version of baserace is most liked on our servers. Is it possible to fix entity overflow on that map?

It happens with 25+ players mostly.

Source files: http://returntocastlewolfenstein.filefront.com/file/Baserace_Source;98213

If someone decides to fix the map issue please update the mapscript also, so that spawns are fixed. If you don’t have fixed mapscript please let me know and I will attach it here.


(Mateos) #2

All the constructions are entities, and all have different states, no wonder why it is limited player-wise, and I don’t think you can’t do much, excepted re-write ET netcode :confused:

Or is this behavior changing depending on the map version?


(spidysense) #3

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(ailmanki) #4

Later versions you can’t build the objectives, that saved some slots.


(hellreturn) #5

[QUOTE=Mateos;513289]All the constructions are entities, and all have different states, no wonder why it is limited player-wise, and I don’t think you can’t do much, excepted re-write ET netcode :confused:

Or is this behavior changing depending on the map version?[/QUOTE]

Is it possible to remove some constructions from the original map? Something like machine gun, etc.

Also possible to add something like if team A advances more by team B i.e by 50% more then it opens up second spawn for team B. That makes it more challenging for team A to grab the objectives and this way map would be played longer for either of the teams in case if teams are unbalanced.


(Micha) #6

It is possible to add a new spawnpoint to a map.

Search in the mapscript for the following and create a new spawnpoint which gets activated where you want to. Like “setstate newalliesspawn_obj default” to enable and “setstate newalliesspawn_obj invisible” to disable it again. “setautospawn “New Allies Spawn” 1” and “setautospawn “New Axis Spawn” 0” to auto force the players to spawn there.


trigger axis_6
	{
		wait 2000
		wm_announce "^NThe ^1Axis ^Nhave a commanding ^1lead^N!"
	}
	
		trigger axis_5
	{
		wait 2000
		wm_announce "^NThe ^1Axis ^Nare ahead by ^15^N!"
	}

	trigger axis_4
	{
		wait 2000
		wm_announce "^NThe ^1Axis ^Nare ahead by ^14^N!"
	}

	trigger axis_3
	{
		wait 2000
		wm_announce "^NThe ^1Axis ^Nare ahead by ^13^N!"
	}

	trigger axis_2
	{
		wait 2000
		wm_announce "^NThe ^1Axis ^Nare ahead by ^12^N!"
	}

	trigger axis_1
	{
		wait 2000
		wm_announce "^NThe ^1Axis ^Nare ahead by ^11^N!"
	}

	trigger allies_6
	{
		wait 2000
		wm_announce "^NThe ^5Allies ^Nhave a commanding ^1lead^N!"
	}


	trigger allies_5
	{
		wait 2000
		wm_announce "^NThe ^5Allies ^Nare ahead by ^15^N!"
	}

	trigger allies_4
	{
		wait 2000
		wm_announce "^NThe ^5Allies ^Nare ahead by ^14^N!"
	}

	trigger allies_3
	{
		wait 2000
		wm_announce "^NThe ^5Allies ^Nare ahead by ^13^N!"
	}

	trigger allies_2
	{
		wait 2000
		wm_announce "^NThe ^5Allies ^Nare ahead by ^12^N!"
	}

	trigger allies_1
	{
		wait 2000
		wm_announce "^NThe ^5Allies ^Nare ahead by ^11^N!"
	}

To create a spawnpoint with mapscript:


create
		{
			scriptName "newalliesspawn_obj"
			classname "team_WOLF_objective"
			targetname "newalliesspawn_obj"
                        description "New Allies Spawn"
			origin "-10853 -2036 6"	// z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
			spawnflags 2	// TEAM_ALLIES(2)
		}

		create
		{
			scriptName "newalliesspawn_spawn1"
			classname "team_CTF_bluespawn"
			targetname "newalliesspawn_spawn"
			origin "11072 -2448 512"
			spawnflags 2	// TEAM_ALLIES
		}

		create
		{
			scriptName "newalliesspawn_spawn2"
			classname "team_CTF_bluespawn"
			targetname "newalliesspawn_spawn"
			origin "-10995 -2448 512"
			spawnflags 2	// TEAM_ALLIES
		}


(ailmanki) #7

Additional spawnpoints would increase entities, not? Unless in that version is a forward spawnpoint existing.

So building stuff by engineers should be kept in?
Something to balance the map when one team is stronger?
No buildable mgs, what about the mounted rockets? Automatic landmines?


(Mateos) #8

As ailmanki pointed, please be more precise about what you want ^^’