[cod2]jm_kuwehr (is finished!)

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Re: [cod2]jm_kuwehr (is finished!)

Post by Drofder2004 » January 24th, 2011, 8:43 pm

Bloo wrote:I get a script runtime error when I try to run the map :(
Remove custom files from your main folder.

====

From what I have played so far, the map is brilliant, although there are sections which have left me stuck... Failing jumps meant no where to go. No save mod, no death = noclip. :S?

I have only played up to the sewer and its very well made. The hud idea and waypoint and the few extras that I have seen/found are pretty good.

Have to turn it off as need to shoot offline for a little while, but from the little i've played, easily 5*.
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Re: [cod2]jm_kuwehr (is finished!)

Post by Bloo » January 24th, 2011, 9:14 pm

Drofder2004 wrote:
Bloo wrote:I get a script runtime error when I try to run the map :(
Remove custom files from your main folder.

I don't have any custom files in my main folder, except for the jm_kuwehr.iwd


ERROR: script runtime error
(see console for details)
(file 'maps/mp/jm_kuwehr.gsc', line 21)

This is the error I get...

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Re: [cod2]jm_kuwehr (is finished!)

Post by Rezil » January 24th, 2011, 9:22 pm

@Bloo:
Set developer to off, IW _lantern.gsc script seems to fuck up if you have more than around 5 lanterns(the prefab) in a map.

/set developer 0 should fix it.
Drofder2004 wrote: From what I have played so far, the map is brilliant, although there are sections which have left me stuck... Failing jumps meant no where to go. No save mod, no death = noclip. :S?
Hm, I generally make sure not to have any spots where you get stuck so it's finishable with the jump mod. Which sections in particular have left you stuck?

Also, that's for the positive feedback. :)
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Re: [cod2]jm_kuwehr (is finished!)

Post by Bloo » January 24th, 2011, 10:14 pm

Thanks! It works now. :D
And the map is awesome! That's all I can say :D

I did get lost a though.... but that probalby because I had to noclip through some of the sections due to my newb jumping skills :D

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Re: [cod2]jm_kuwehr (is finished!)

Post by MasterThomy » January 24th, 2011, 11:21 pm

Nice work Rezil & Pnin!
And also spectacular scripting ^^
This map is really detailed, and pretty interactive too, with those clues, and I really liked that cutscene :)

But... it was too short! I mean i nocliped through half of the map, but still, when I saw "You have finished" I was like Wtf, already??? Somehow i expected more after all this build up, but I guess this is the price of awesome design :?

(Ps: The RezBar is really in the way of my nadecounter :( )
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Re: [cod2]jm_kuwehr (is finished!)

Post by [SoE]_Zaitsev » January 24th, 2011, 11:35 pm

And again, will you be converting it to CoD4 again if it's not too much of a hassle ?

Would love being able to play this :D
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Re: [cod2]jm_kuwehr (is finished!)

Post by Hoogie » January 24th, 2011, 11:41 pm

[SoE]_Zaitsev wrote:And again, will you be converting it to CoD4 again if it's not too much of a hassle ?

Would love being able to play this :D
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Re: [cod2]jm_kuwehr (is finished!)

Post by Drofder2004 » January 25th, 2011, 12:20 am

This would struggle to be converted due to the sprint mechanics. Many jumps would need to be extended and would therefore remove existing jumps. And to be fair the map isn't that long as it is.
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Re: [cod2]jm_kuwehr (is finished!)

Post by Rezil » January 25th, 2011, 4:26 pm

Bloo wrote: I did get lost a though.... but that probalby because I had to noclip through some of the sections due to my newb jumping skills :D
It's quite hard to get lost due to the waypoint mode but I suppose I could've placed more waypoints.
MasterThomy wrote:But... it was too short! I mean i nocliped through half of the map, but still, when I saw "You have finished" I was like Wtf, already??? Somehow i expected more after all this build up, but I guess this is the price of awesome design :?
The actual problem was the limitation of the CoD2 engine. We actually hit the 30k brush limit and had to split the map into two parts(which is also the reason that some parts of the map are missing even though they're on the first page screenies).
MasterThomy wrote:(Ps: The RezBar is really in the way of my nadecounter :( )
My bad, I wated to put it on the right side but your status bar is already there! :)
[SoE]_Zaitsev wrote:And again, will you be converting it to CoD4 again if it's not too much of a hassle ?
I doubt I'll convert this as I'm pretty much done with mapping for a while. I have included all of the source files within the .iwd so if anyone is willing to convert this to CoD4 they are able to do so.

Of course I'll implement some of the features in this map in my future projects(say, in a new original CoD4 map for example ;)). I didn't write all of that code just to be used once and then dismissed!
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Re: [cod2]jm_kuwehr (is finished!)

Post by Drofder2004 » January 25th, 2011, 6:24 pm

I got a little involved last night with the idea of a waypoint system with a little more complexity and very little scripting.
The waypoints are a series of linked entities in the map and a series of linked triggers.

Very easy to add to existing .map
The code is ~80 lines

Current issue:
Its very "flowing", it bounces to accomadate the player bounce and left/right movements while running. The fix I believe is to create an "area" for it to point at, rather than a fixed location. I believe this is somewhat how heli's work ingame.

Video:
http://www.codjumper.com/drofder/waypoint.mp4

Source:
http://www.codjumper.com/drofder/mp_waypoint.rar

Sorta thread hijacking, but anyone is welcome to use it :)
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Re: [cod2]jm_kuwehr (is finished!)

Post by Rezil » January 25th, 2011, 6:35 pm

I have no problem with the hijack, what you did is simmilar to what I did in this map. I used triggers and origins and a dynamic HUD element that moved around the screen according to the waypoint you were currently supposed to go to.

What would be more impressive is to incorporate this into the CJ mod(wouldn't be that difficult, brb coding basic idea)!
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Re: [cod2]jm_kuwehr (is finished!)

Post by Drofder2004 » January 25th, 2011, 6:47 pm

Rezil wrote:What would be more impressive is to incorporate this into the CJ mod(wouldn't be that difficult, brb coding basic idea)!
As I was typing the message above, this clicked in my head. The idea of creating an array of waypoints on any map and combining them with trigger_radius has potential, but the script definitly works better as mapped out (as you can then use any trigger you wish, be it use, multiple or damage).

The code also works better in a larger environment, but I had already mapped my maze and was too tired to map a larger scenario :P

Adding the waypoint icons you have is also a requirement I feel, but you already have that so no point creating code that already exists :P
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Re: [cod2]jm_kuwehr (is finished!)

Post by Rezil » January 25th, 2011, 6:58 pm

I agree it does work better mapped out but then again, the most important part of the waypoint system is the origin of the waypoints. You wouldn't necessarily have to use a trigger_radius because you could automate the process by checking the players location in relation his current waypoint. Something in terms of this:

Code: Select all

//...

//Assuming 'player' is an entity and 'waypoint' is an origin
for(;;)
{
	if((player.origin[0]<=waypoint[0]+50 && player.origin[0]>=waypoint[0]-50) ||
		(player.origin[1]<=waypoint[1]+50 && player.origin[1]>=waypoint[1]-50) ||
		(player.origin[2]<=waypoint[2]+50 && player.origin[2]>=waypoint[2]-50)) //Player origin is within 50 units from every side
	{
		player setupNextWaypoint();
		break;
	}
	
	wait 0.1;
}

//...
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Re: [cod2]jm_kuwehr (is finished!)

Post by IzNoGoD » January 25th, 2011, 7:00 pm

always(!) do a bullettrace to player's origin if he is inside the trig_radius, to avoid through wall waypoints.
LMGTFY!

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Re: [cod2]jm_kuwehr (is finished!)

Post by Rezil » January 25th, 2011, 8:02 pm

_waypoints.gsc <- Basic script

Code: Select all

main()
{
	level.waypoints = [];
	maps\mp\gametypes\_waypoints_pos::setupWaypointsForMap();
	thread connect(); //Shamelessly copied from mp_waypoint.gsc :P
}

connect()
{
	while(1)
	{
		level waittill("connected", player);
		player thread setupWaypoints();
	}
}

setupWaypoints() //Put stuff that you have to init here
{
	self waittill("spawned_player");
	self.currentWaypoint = 0;
	self thread monitorWaypoints();
	self thread originPrint();
}

setupNextWAypoint()
{
	if(self.currentWaypoint++>level.waypoints.size) self iprintln("Last waypoint");
	else self.currentWaypoint++;
}

monitorWaypoints()
{
	for(;;)
	{
		waypoint = level.waypoints[self.currentWaypoint];
		if((self.origin[0]<=waypoint[0]+50 && self.origin[0]>=waypoint[0]-50) &&
		   (self.origin[1]<=waypoint[1]+50 && self.origin[1]>=waypoint[1]-50) &&
		   (self.origin[2]<=waypoint[2]+50 && self.origin[2]>=waypoint[2]-50)) //self origin is within 50 units from every side
			{
				self setupNextWaypoint();
				self iprintln("^2Got to waypoint!");
				wait 2;
			}
			
		wait 0.1;
	}
}

originPrint()
{
	for(;;) 
	{
		org = level.waypoints[self.currentWaypoint];
		self iprintln("You: " +self.origin);
		self iprintln("Waypoint: " +org);
		wait 2;
	}
}
_waypoints_pos.gsc <-The one that will have to be updated with every new map
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