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Script Pack by SBS mac

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Script Pack by SBS mac Empty Script Pack by SBS mac

Post  DirTyDeeDs Mon Jul 20, 2009 5:34 pm

These templates should aid mapmaking. I have yet to explore them.

sbsmac wrote:I have decided to release my PVP script pack in the hope that it will encourage others to create more CTF/DM/TDM/FF maps. The most notable aspect of the script pack is that it allows users to create a PVP map by adding just a few markers to a map; NO knowledge of scripting/triggers or other advanced aspects of edititing are required. The pack comes with an 18 page manual that walks beginners through the process.

It is quite possible to create a basic CTF in less than 5 minutes using this pack.

Please use this thread to report bugs and request features. I'll also regularly post updates as I work on them.

Read the manual here.

The good folks over at dev-heaven have been kind enough to host a project space for me at http://dev-heaven.net/projects/show/sbsmac-pvpsp so feel free to pop in over there. I'd be interested in listing missions created with the pack there as well as hosting them on the SBS server.

===============================================
2/8/09 V 2.01 released
What's new ?
* CO-OP gamemode allows the script pack to be used within a CO-OP game
* A brand new keyword system for markers means that items can be easily configured
* Artillery - call down artillery either randomly or at periodic intervals
* Noflyzones - stop players flying in defined areas.
* Noflag zones - stop players carrying flags through defined areas
* ECL gamemode added - like CTF but teams must hold an objective to be able to score
* RUGBY gamemode added - only one flag which the team must deliver the other team's endzone to score.
* Vehicle respawn zones (now called vehicles rather than carparks) can selectively repair different kinds of vehicles
* AIguardZones can now be used to give invulnerability to AI border or spawn 'guards'.
* Minefields now have individually configurable lethality
* Special fly-overs are now supported
* Error checking is performed for missing markers/unrecognised keywords
* CTF_defaultWeaponEast/West allow teams to spawn with different weapons
* Flyroute intros much smoother
* C&H objectives now include 'destroy' and 'mobile destroy' types
* Make sure score is displayed at end of TDM (available as hotfix)
* allWeapons crates now contain pistols
* CTF_preventSuicide now instantly respawns players who try to use ESC respawn or who blow themselves up
* Pistols are now preserved in loadout
* damage and armour are now correctly restored when a vehicle is returned to a carpark
* Stronger enforcement of disableCommandMode
* Mission makers can now provide a splashscreen (logo.jpg)
* Player input is disabled during intro
* Intro/outro Music is now faded in over 5 seconds
* CTF_defaultWeapon no longer requires correct case for weapon name
* Players who take or return the flag in CTF are now rewarded with points (and points mean prizes!)
* Workaround setDate stutter bug introduced in 1.03 patch
* Players who help capture or contest objectives in C&H get points for it.
* Objectives in C&H are now taken faster if there are more players in the area.
* Use orange markers for flag-tracker in CTF/FF/KOH
* Use neutral flag texture for FF/KOH
* Handgrenades, smokegrenades and mines are now included in allWeapons crates
* noParaDrop zones now use modifiers
* destroy objectives can have individual damageThreshold modifier
* AIguardZone markers can now be created to allow for invulnerable AI guards and vehicles.


===============================================
7/8/09 V1.19 now released
Fixed in this release:-
* Make sure that area objectives don't have missing/duplicate labels
* Fix problem where players could respawn with no ammo.
* Fix scoring for TDM (thansk to SpecterM for reporting this).
* Fix scoring for DM.

===============================================
6/8/09 V1.18 now released
Fixed in this release:-
* IMPORTANT - C&H/AAS objectives are now created slightly differently from before. Old maps may need to be modified slightly - read the manual for details.
* Vehicles now respawn in the correct direction rather than always facing North.
* By default, players now respawn at their original location and direction.
* Objective type mechanism completely reworked (see manual)
* HUD now automatically shown at beginning of game
* "Flagtaken" sound now played in C&H/AAS when objectives change ownership.
* "Flagtaken" sound now played in KOH when flag is taken from another player.
* "allWeapons" markers create an ammo create containing all rifles and rocket launchers (regardless of settings of CTF_allowGrenadeLauncher/Silenced/Sniper etc)
* Vehicles will now be repaired, refueled and rearmed if taken back to a carpark and left stationery for CTF_vehicleRefreshDelay seconds.
* CTF_playerRespawnLimit can now be used to limit number of respawns
* End of game hints now enabled (10,5,1 minutes by default but use CTF_endWarnings to change).
* Hold (return to neutral if no friendlies present) and Destroy (damage all vehicles in area) objectives now supported
* CTF_allowNVG equips players with NVgoggles

===============================================
2/8/09 V1.17 now released
Fixed in this release:-
* AAS mode (or C&H with domination enabled) might end early or not at all
* Added a DLG_MAXSCORE_DM

===============================================
2/8/09 V1.16 now released
Fixed in this release:-
* noParaDrop(East/West) zones can now be used
* Fixed problem with boolean lobby dialogs
* Fixed quotation marks in manual (cutting and pasting example configs from pdf would cause errors).
* Made the 'domination' (all objectives held simultaneously) win a bit more obvious.

===============================================
31/7/09 V1.15 now released
Fixed in this release:-
* IMPORTANT - CTF_gameLength is now defined in minutes rather than seconds ! Use CTF_gameLength=30 for a 30 minute game rather than CTF_gameLength=1800 as previously.
* Manual updated
* Template/example missions supplied for all game-modes
* Lobby-dialogs supported and wide-range of canned options available
* HUD is automatically hidden when game is over
* Pack no longer ships with introsong and outrosong oggs since default is to use internal tunes
* Body removal time is configurable with CTF_bodyRemovalDelay
* CTF_scoreToWin defines maximum score before game-over
* CTF_reverseScore causes objectives held by your team to drain points from the enemy. The team whose points are all drained first is the loser. Use CTF_scoreToWin to set starting points.
* Flag-tracker in CTF incorrectly reported west flag as "<null> flag"
* VSS_Vintorez and MP5A5 are now correctly classified as silenced weapons
* Fixed bug where JIP players did not see objective or flag markers correctly
* Markers for ammo-dumps, preventDamage,LevelBuildings, paraDrops and carparks are now removed once the game starts to avoid cluttering up the map
* New intro type "FlyRoute" flies between objectives on C&H or flags on CTF

===============================================
29/7/09 V1.14 now released
Fixed in this release:-
* Missions now end (V1.14 supercedes V1.13)
* Manual updated again
* ParaDrop feature now fixed so it doesn't spawn a plane for every player
* CTF_paraDropVehicle can be used to choose which vehicle to spawn
* CTF_paraDropHeight can be used to configure how high up the player parachutes from
* paraDrop vehicles are aligned with marker
* Fixed bug in DM/TDM/FF/KOH modes where kills were marked as friendly
* FF,DM, KOH now show top player(s) in HUD as well as own points
* items in inventory are now preserved when respawning from for illegal kills
* CTF_preserveLoadoutOnDeath can be used in DM's to make sure loadout is preserved even if there is no spawn--protection zone.
* CTF_grenades can be used to override the default number of grenades in the initial loadout
* CTF_carparkRespawnDelays can be used to control respawn times of individual carparks
* Attempt to fix race-conditions leading to occasional loss of HUD.
* Intro is now faded in to hide initial setup
* Spawn-protection zones can be overflown as can minefields
* Players who overfly borders will have different text to those who enter on foot
* Implement a 'flag-tracker'. CTF_flagTrackDelay controls how long before this is turned on. CTF_flagTrackInterval controls how often it reports.
* Added anti-gimp mode, particularly useful for DM's where crawling around isn't much fun. Set CTF_antiGimp to true to enable this.

===============================================
27/7/09 V1.12 now released
Fixed in this release:
* IMPORTANT NOTE for C&H authors - the CTF_Flags variable has now been replaced by CTF_objectives
* Manual updated
* An in-game HUD can now be turned on (using the radio) to show score and time remaining in all game modes
* C&H/AAS objectives system reworked to support both flag and area objectives
* CTF_allowGPS now controls GPS/mini-map
* player loadout now preserves secondary weapon and miscellaneous items
* initial weapon can be set with CTF_defaultWeapon, changing it to "" will skip initial loadout
* crates containing rocket-launchers can be placed using "rockets' markers.
* Objectives in C&H/AAS can have different values using the CTF_objectiveScores variable
* flag-returner in CTF should now be correctly identified all the time
* flag-taken and scored sounds now play correctly in CTF
* Default music is now internal tune but CTF_introMusic and CTF_outroMusic can be used to override this.
* CTF_RESPAWN_DELAY has now been replaced by CTF_respawnDelay config variable
* It is now possible to fly across minefields without the annoying warning
* Vehicles that were damaged in carparks are now correctly respawned.
* Flying above a border will result in death
* Placing 'paraDrop' markers allows players to click on the map to choose where to parachute to.

===============================================
24/7/09 V1.11 now released
Fixed in this release:-
* Reworked flags and markers based on input from Blackdog. Flag markers now change red/white/blue in C&H/AAS to indicate ownership and marker areas look much tidier.
* Ammo crates spawned with 'guns' markers are now invulnerable
* Flags in C&H/AAS can now have more meaningful names through CTF_flags configuration variable
* Fixed bug where vehicles would only respawn once each
* Added configurable vehicle respawn delay for abandoned vehicles (default is 30 seconds)
* 'preventDamage' markers can be used to make selected buildings invulnerable
* 'levelBuildings' markers can now be used to automatically level buildings placed on uneven ground.
* Had another go at fixing up the disableCommandMode unreliability
* Intro and outro music is hardcoded to internal tunes (this is a temporary measure).


===============================================
22/7/09 V1.10 now released
Fixed in this release:-
*Reworked the ammo and weapons list to include Arma2 weapons
* Ammo crates can now be spawned by placing 'guns' markers
* Sniper rifles, silenced weapons, grenade launcher and machine gun availability is now easily configurable
* Starting weapon is configurable through the CTF_defaultWeapon variable.
* Documentation upgraded to list config variables.

===============================================
20/7/09 V1.9 now released
Fixed in this release:-
* IMPORTANT - gamemode is now controlled through a #define GAMEMODE_XXX in ctfconfig.sqf rather than the previous CTF_gameType variable. Users upgrading from earlier versions must set this define correctly. See the file for details.
* Minefields now base probability of death on how far you have moved through them. Mine density and border markers are configurable.
* Intro 'flyround' is now considerably smoother and cinema borders are used.
* Automatic ammo-crate filling is temporarily disabled
* Weapon choice dialogs are now removed and default weapon is G36.
* Many of these changes are in preparation for gamemode-specific dialogs coming in near term release.


===============================================
19/7/09 V1.8 now released
Fixed in this release:-
* Spurious debug sidechat removed
* Weather synchronisation was fubar'd and set weather to worst possible within a few seconds

===============================================
19/7/09 V1.7 now released
Fixed in this release:-
* Implemented scheme to prevent players using 'spacebar scanning' (thanks to Le_cultos.)
* Implemented Advance-and-secure (AAS) mode.
* Added synchronisation of weather for JIP players


===============================================
18/7/09 V1.6 now released
Fixed in this release:-
* Serious performance problem in earlier versions has been fixed in V1.6
* Automatic vehicle respawn and crew-removal for any vehicle placed in 'carpark' markers. (see manual)
* Fixed scoring for flag-fight mode
* 'Zombie' problem caused by crew-removal now worked around.
* 'King of the Hill' game mode added
* 'Capture and Hold game mode added
* Intro sequence should now be a little less jerky

===============================================
15/7/09 V1.4 now released
Fixed in this release:-
* Borders are now 'semi-planes', ie they divide the map into two regions along an infinitely long line. This makes them more convenient to use. The documentation has been updated to explain this.
* Fixed a bug where elliptical spawnzones and minefields would not work correctly if they were circular or if the b-axis was longer than the a-axis.
* The scoring string has been modified slightly to fit more neatly in the hint window.
* Scoring has been made more robust and now relies on the side of the flag rather than the side of the player which could change after a player TK'ed.

===============================================
11/7/09 V1.3 now released
Fixed in this release:-
* Music now plays at end of mission
* Reporting score by flags/flagtouches is changed to reporting score by side.
* Borders, spawnzones, and minefields are now solid areas and can be elliptiical or rectangular depending upon the shape of the marker used. Used markers called 'minefield', 'minefield_1' etc to create solid minefields.
* It is possible to have multiple spawn-protection zones so that more complicated safezones can be constructed
* Minefields and bordesrs now use the 'keep out' sign rather than gravecrosses.

===============================================

10/7/09 V1.2 release
* Weapon selection dialog now works correctly
* Building levelling now disabled by default
* Introductory text now states this is an Arma2 script pack


===============================================

Any other ideas and suggestions most welcome.


Last edited by DirTyDeeDs on Sat Aug 22, 2009 2:53 pm; edited 2 times in total
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Post  DirTyDeeDs Mon Jul 27, 2009 9:34 pm

updated with latest releases
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Post  DirTyDeeDs Sat Aug 22, 2009 2:52 pm

updated again. the changelog is getting so long that i wont be able to continue adding more to this thread unless I delete some of the first ones!
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