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Ragnar_40k
post Jul 13 2007, 03:52 AM
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Ragnars Battery Script adds a Bunker Assault Ramp and a rebuildable Backdoor to the map Battery using a ETPro map script.
Acknowledgements go to Dersaidin and mortis for their support.
  1. Download
    Attached File  Ragnars_Battery_Script.zip ( 22.67K ) Number of downloads: 316
  2. Version
    2007-07-18
  3. Changes
    • After Allies have built the Beach Assault Ramp for the 5th time it can only be destroyed by dynamite.
    • Bunker Assault Ramp near the North-West MG Nest available (see the command map for location). Allies can build the Bunker Assault Ramp by using the materials inside the bunker.
    • Axis can rebuild the Backdoor. Allies need dynamite to destroy the Backdoor for the first time. For all subsequent attacks also satchels can be used to destroy it.
    • Axis can spawn near the backdoor as long as the Axis command post is up and running (this is different from the ETPro map script where Axis spawn at the command post).
    • The command post and Axis MG nests are already built on map start.
    • The Generator and the Backdoor are decoupled, so the Generator does not open or close the Backdoor - it does only operate the doors near the Gun resp. the door at the bunker front.
    • The MG42 nests in the East Bunker (near the Command Post) are removed.
    • Frontline mod (see below for description).
    • The script includes all ETPro map script fixes.
    • The script includes mortis' script fixes for Battery.
  4. Compatibility
    The script should work with all mods which support custom map scripts, though it was only tested with ETPro and noquarter. It has been reported also to work with Jaymod. Please leave a message when you run it successfully with other mods.

    There is a separate version for noquarter, since noquarter doesn't seem to support the "set" command completely in the way as ETPro does. Simply use the script "battery_noquarter.script", place it into your mapscript directory and rename it to "battery.script". The only disadvantage compared to the default script is that players get the "You are near ..." message when standing near the Bunker Assault Ramp materials, even when they are not visible because the ramp is currently built.
  5. Old versions
    For older version of the map script check this thread: http://forum.splatterladder.com/index.php?showtopic=6317
  6. Screenshots
    • The Allied command map on map start:
      Attached File  allied_cm.jpg ( 48.03K ) Number of downloads: 234
    • The Axis command map on map start, note that the command post and all MG nests are already built and note the Axis spawn flag near the Backdoor (in the lower right):
      Attached File  axis_cm.jpg ( 45.84K ) Number of downloads: 200
    • The materials to build the Bunker Assault Ramp are located inside the bunker near the North-West MG nest:
      Attached File  bunker_ramp_materials.jpg ( 84.1K ) Number of downloads: 201
    • The Bunker Assault Ramp opens a new way into the bunker for Allies. Axis can destroy this ramp with satchel or dynamite:
      Attached File  bunker_ramp.jpg ( 101.53K ) Number of downloads: 235
    • Removed all spawns at the command post. Axis can spawn near the Backdoor (as long as their command post is up), Allies spawn at the beach or inside the West Bunker (after the flag is taken). Additionally the East Bunker MG nests are removed.
      Note: Check below for Frontline mod description.
      Attached File  east_bunker.jpg ( 71.88K ) Number of downloads: 208
    • The Axis spawn near the Backdoor as long as the Axis command post is up:
      Attached File  axis_backdoor_spawn.jpg ( 79.86K ) Number of downloads: 192
    • Axis can rebuild the Backdoor. Allies can destroy a rebuilt Backdoor with satchel or dynamite (to destroy it for the first time they still need dynamite):
      Attached File  back_door_materials.jpg ( 75.69K ) Number of downloads: 213
  7. Bug reports and suggestions
    Feel free to post bug reports or suggestions into this thread.


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bleeding
post Jul 13 2007, 04:37 AM
Post #2


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nice dude that fixes lots of problems ^^ friends.gif friends.gif sign_fixed.gif
ditsch.gif hammer.gif hammer.gif hammer.gif ditsch.gif


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Sonyfan
post Jul 13 2007, 02:28 PM
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Script auf No Quarter leider nicht funktionsfähig! crash.gif (Script doesnt work with no quarter mod.)

The server crashes and restart the campaign.


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*=DCM=*TALON1973
post Jul 13 2007, 03:02 PM
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QUOTE(Sonyfan @ Jul 13 2007, 03:28 PM) *
Script auf No Quarter leider nicht funktionsfähig! crash.gif (Script doesnt work with no quarter mod.)

The server crashes and restart the campaign.



works fine with jaymod


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Ragnar_40k
post Jul 13 2007, 03:34 PM
Post #5


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Added separate script with a fix for no quarter (see "Compatibility" section for details).


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Ragnar_40k
post Jul 15 2007, 08:49 PM
Post #6


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New version 2007-07-15:
- Fixed: Bug with misplaced Axis command map icon for the West MG.
- Fixed: Bug were Axis could spawn at the Backdoor under some circumstances, even when the Axis command post is down.
+Added: The script now includes mortis' script fixes for Battery. This fix adds some (invisible) brushes which block player movements, to prevent players from exploiting a leaning/clipping bug near the Backdoor. In the screenshot below these brushes are made visible:
Attached File  2007_07_15_214007_battery.jpg ( 85.64K ) Number of downloads: 139


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Toxin
post Jul 15 2007, 11:40 PM
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rag, deine website geht nimmer (die im profil). wenns ne neue gibt dann würd ich mich freuen wenn du die url anpasst. dann passen meine fav auch wieder grin.gif
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Ragnar_40k
post Jul 16 2007, 01:01 AM
Post #8


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QUOTE(Toxin @ Jul 16 2007, 12:40 AM) *
rag, deine website geht nimmer (die im profil). wenns ne neue gibt dann würd ich mich freuen wenn du die url anpasst. dann passen meine fav auch wieder grin.gif

Naja, habe die Seite nur noch als ftp-Space benutzt. Habe jetzt aber mal die download page als index gemacht: http://www.c-x-r.net/


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Toxin
post Jul 16 2007, 10:09 AM
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ZITAT(Ragnar_40k @ Jul 16 2007, 02:01 AM) *
ZITAT(Toxin @ Jul 16 2007, 12:40 AM) *
rag, deine website geht nimmer (die im profil). wenns ne neue gibt dann würd ich mich freuen wenn du die url anpasst. dann passen meine fav auch wieder grin.gif

Naja, habe die Seite nur noch als ftp-Space benutzt. Habe jetzt aber mal die download page als index gemacht: http://www.c-x-r.net/


danke dir friends.gif
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Ragnar_40k
post Jul 16 2007, 04:46 PM
Post #10


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I wonder if I should add some (4? 6?) forward spawn points for Allies when they have the command Post. Somewhere on the way up the beach, not sure if at position 1 or position 2.

Attached File  2007_07_16_173534_battery.jpg ( 107.08K ) Number of downloads: 148


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NHLfan
post Jul 16 2007, 07:22 PM
Post #11


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ZITAT(Ragnar_40k @ Jul 16 2007, 05:46 PM) *
I wonder if I should add some (4? 6?) forward spawn points for Allies when they have the command Post. Somewhere on the way up the beach, not sure if at position 1 or position 2.

Attached File  2007_07_16_173534_battery.jpg ( 107.08K ) Number of downloads: 148

would be great, on position 2 zwinker2.gif


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OverMav
post Jul 17 2007, 11:23 PM
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Moin Moin Leutz
Wuerde auch fuer den 2ten Spawnpoint stimmen aber bitte so fixen das man als Allie erst da spawnt wenn der Axen Cp down is . Ich wuerde auch die Axen den lieber wieder bei den Cp spawnen lassen das man als allie engi wieder die chance hat die backdoor zu sprengen den im moment is es so das wenn man da hinten als engi steht und legt das sie genau hinter einen spawnen sick.gif

Mfg holger peace.gif
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Ragnar_40k
post Jul 17 2007, 11:58 PM
Post #13


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QUOTE(OverMav @ Jul 18 2007, 12:23 AM) *
... das man als allie engi wieder die chance hat die backdoor zu sprengen den im moment is es so das wenn man da hinten als engi steht und legt das sie genau hinter einen spawnen sick.gif

Zuerst den Command Post zerstören, dann spawnen die Axis auch nicht mehr an der Backdoor und man kann in Ruhe planten. Deswegen ist der Command Post auch von Anfang an gebaut: damit Coverts ihn zerstören können. Beim ETPro-Mapscript z.B. können die Axis den CP einfach nicht bauen, sondern im "underconstruction" Status halten. Der "underconstruction" Status hält 30 Sekunden und Spawnzeit ist auch 30 Sekunden - damit haben Allies kaum eine Chance hinten vorbei zu kommen.

Ich hatte mir gedacht, dass der Allied East Beach Spawnpunkt langsam den Weg hochwandert, je nachdem wie der Fortschritt der Allies ist:
Axis Command Post down = +1 Punkt
Allied Command Post built = +1 Punkt
Backdoor Down = +1 Punkt
Und je mehr Punkte die Allies haben, desto höher "wandert" der Spawnpunkt, aber Axis haben immer noch die Chance alles zurückzuerobern.


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OverMav
post Jul 18 2007, 01:04 AM
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Zuerst den Command Post zerstören, dann spawnen die Axis auch nicht mehr an der Backdoor und man kann in Ruhe planten.

Ja das is ja ne schoene sache aber es kommt halt nich immer ein covert mit nach hinten oder is schon vorher down . So und frueher war es halt so das man als engi den hinten planten und den auf die axen da hinten warten konnte das war frueher halt machbar nu nich mehr und da die backdoor sowieso wieder aufbau bar is ( is ja nicht schlecht) muss man die ja sowieso (fast) jedes ma neu bauen

Ich hatte mir gedacht, dass der Allied East Beach Spawnpunkt langsam den Weg hochwandert, je nachdem wie der Fortschritt der Allies ist:
Axis Command Post down = +1 Punkt
Allied Command Post built = +1 Punkt
Backdoor Down = +1 Punkt
Und je mehr Punkte die Allies haben, desto höher "wandert" der Spawnpunkt, aber Axis haben immer noch die Chance alles zurückzuerobern

Jap find ich sehr gut . Gute idee cheers.gif

Mfg Holger peace.gif
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Ragnar_40k
post Jul 18 2007, 02:28 AM
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QUOTE(OverMav @ Jul 18 2007, 02:04 AM) *
Ja das is ja ne schoene sache aber es kommt halt nich immer ein covert mit nach hinten oder is schon vorher down . So und frueher war es halt so das man als engi den hinten planten und den auf die axen da hinten warten konnte das war frueher halt machbar nu nich mehr und da die backdoor sowieso wieder aufbau bar is ( is ja nicht schlecht) muss man die ja sowieso (fast) jedes ma neu bauen

Wenn die Axis hinten spawnen hast du eine bessere Chance am CP zu planten (und auch zu verteidigen), während, wenn die Axis am CP spawnen, das fast nicht möglich ist, weil die Axis dann genau auf dem Dyno spawnen. Und mit der wiederaufbaubaren Backdoor ist es auch immer besser, zuerst den CP zerstören. Wenn die Axis die Backdoor wiederaufbauen, brauchst du beim nächsten mal sowieso einen Covert (der dann auch gleich den CP zerstören kann) - oder du musst selbst wieder an der Backdoor planten. Und die Chance das keiner kommt bevor das Dyno hochgeht und du drinen bist ist eher gering - egal ob die Axis am CP oder and der Backdoor spawnen.

Also: erst CP, dann Backdoor.


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*=DCM=*TALON1973
post Jul 18 2007, 08:31 AM
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any chance of translating any questions on the topic to english please zwinker2.gif like the work done so far on this. would also love it if the map could be changed slightly to have 2 large dinghy's in the water for snipers


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Toxin
post Jul 18 2007, 08:57 AM
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Ragnar_40k
post Jul 18 2007, 10:04 PM
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QUOTE(*=DCM=*TALON1973 @ Jul 18 2007, 09:31 AM) *
would also love it if the map could be changed slightly to have 2 large dinghy's in the water for snipers

The problem is that the dingy model is not part of vanilla W:ET and therefore the map script would require the server admin to install (and the client to download) an additional .pk3-file with this model.


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Ragnar_40k
post Jul 18 2007, 10:26 PM
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New version: 2007-07-18
- Fix: Added missing quote in a wm_announce
- Fix: Axis Command Post sound is now enabled on map start
+Add: Frontline mod (see below)

Frontline mod
The Frontline mod enables variable front lines (zwinker2.gif) at the back of Battery. When Allies complete objectives at the back then they spawn closer to the Backdoor, moving the front line closer to the Backdoor. When Axis deny Allies an objective (e.g. by rebuilding the Backdoor), then Allies are pushed back towards the beach.

To make it work the Allied East Spawn flag has been moved up the cliff:
Attached File  Allied_East_Beach_Spawn.jpg ( 48.15K ) Number of downloads: 132


Depending on the total front line point count Allies spawn closer to the flag, pushing the front line closer to the back door.

There are 3 objectives which influence the front line point count:
  • Axis command post (when down: Allies get 1 front line point)
  • Allied command post (when built: Allies get 1 front line point)
  • Backdoor (when down: Allies get 1 front line point)
Here the Allied spawn positions according to their current front line point count:
  • 0 points: Allies spawn at the default East Beach spawn.
    Attached File  default.jpg ( 68.89K ) Number of downloads: 95
  • 1 point: Allies spawn at the bottom of the way up the cliff (4 additional spawn places. When all 4 spawn places are used, then a player automatically uses a lower spawn place).
    Attached File  1.jpg ( 78K ) Number of downloads: 85
  • 2 points: Allies spawn halfway on the way up the cliff (4 additional spawn places. When all 4 spawn places are used, then a player automatically uses a lower spawn place).
    Attached File  2.jpg ( 71.72K ) Number of downloads: 86
  • 3 points: Allies spawn at the upper end of the way up the cliff (4 additional spawn places. When all 4 spawn places are used, then a player automatically uses a lower spawn place).
    Attached File  3.jpg ( 69.24K ) Number of downloads: 94


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{NB}DrRyan
post Jul 19 2007, 04:48 PM
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Feine Sachen sind das hier. nicken.gif
...und da ich meinen Post nicht löschen kann, obwohl ich die Antwort auf meine Frage gefunden habe,
sag ich einfach nochmal:
Gut gemacht, Ragnar! nicken.gif

This post has been edited by {NB}DrRyan: Jul 19 2007, 04:50 PM


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Solaris
post Jul 22 2007, 01:03 PM
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Zu Battery sag ich nur das: Battery dave

This post has been edited by Solaris: Jul 22 2007, 01:04 PM
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Ragnar_40k
post Aug 3 2007, 05:19 PM
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Some suggestions for next version:
  • Add 4th forward spawn for Allies, when Generator is down.
  • Add 1 or 2 sniper positions in the water (I checked the map and some dinghies can be cloned)
  • Add special alarm sound for plants at the Gun Controls to distinguish it from other plants.
  • Add a dynamitable door at front bunker, so Allies need to capture and hold the flag before getting into the bunker.


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Hellraiserr
post Aug 13 2007, 03:37 PM
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Does this work alsow with etpub? Last time i tryd the server didnt went to the nextmap it only kept saying connection interupted and did nothing I hope it can be made to work with etpub. nice script

This post has been edited by Hellraiserr: Aug 13 2007, 03:41 PM


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Guest_macbeth_*
post Aug 22 2007, 05:17 PM
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Guests






hello
we started to,play today this new battery map version but we noticed some terrains textures missing (not the same that for the original map)

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and also the lights are with red,green and blue lines

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are u fixing that for a new release?
thanks

anyway very great job
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*=DCM=*TALON1973
post Aug 23 2007, 01:33 PM
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are you talking about battery with ragnars scripts or are you talking about battery_recharge ?? which is a total makeover that has been done by 2bit from the tibet clan.

i'd actually love to see some of ragnars script incorprated into 2bits map ... the ramp for allies at axis mg and blowable back door/rebuild but maybe thats for anoter day....

glad to hear the dingys are going to make it in ragnar :) hows it comming along anyway ??

This post has been edited by *=DCM=*TALON1973: Aug 23 2007, 01:34 PM


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rambo13
post Jan 4 2008, 12:22 PM
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ragnar 20k u seems to be very good scripter... im building my own map but it wont start anymore coz of ive made something wrong in the script, theres one script from battery too but it wont work rite

so plz check it out ragnar 40k http://forum.splatterladder.com/index.php?showtopic=7729
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Fist///
post Aug 19 2008, 09:52 AM
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Hi Leute,

Ich hab mir da mal das Battery.script ausm Forum runtergeladen und wollte es auf etmain testen.

Hab dazu ne .pk3 gemacht in der sind ui maps und scripts ordner (.scripts sind im Maps ordner)
Normalerweise lädt er die .scripts alle aber diesmal kommt ne Fehlermeldung sobald er versucht battery zu laden:

QUELLTEXT
G_Script_ScriptParse(), Error (line 3040): unknown action: set.


Ich finde in dem script aber keine 3040te line ^^ die letzte ist bei mir die 2941te line (nach der 2901 steht nichts mehr).
Hat jemand vielleicht ne Ahnung warum mir die 3040te line angezeigt wird oder was den Fehler beheben könnte??
Kann man das script eigentlich überhaubt auf main benutzen (ohne Adminmod)?

ps. es sind nur standart maps aufm server.

This post has been edited by Fist///: Aug 19 2008, 09:54 AM


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Krauersaut
post Aug 19 2008, 10:15 AM
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Das liegt möglicherweise daran, dass es für ETPro ist??


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Ragnar_40k
post Aug 19 2008, 10:25 AM
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Das Script benutzt Sachen, die erst durch ETPro (und später auch durch andere Mods) eingeführt wurden, z.B. das Hinzufügen oder Klonen von Objekten.

Was ohne spezielle Modunterstützung möglich ist hatte ich hier mal gemacht: http://returntocastlewolfenstein.filefront...ime_Bonus;19152 (2003 - lang ist's her).


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