MOH:AA Freeze tag location mod

Discussion in 'New Files' started by Creaper, Mar 27, 2010.

  1. Creaper Gunnery Sergeant

    Contributions:
    244
    a few months ago i asked :icon_pray:mefy if he
    could give me the mod to add body location for freeze tag
    and he gave me a copy of it so im
    going to post it here in the hopes
    that some one would be willing to finish the stock maps
    all i ask is if you do the maps plz share the files

    the readme

    GOOD LUCK!
  2. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Anyone started on this? I've tried...but am having difficulties because I'm a noob lol. I've done the first part on a map...defining min and max...but how do i start to define the sector volume list? haha
  3. Herr Klugscheisser Drinking and Tanking. Perfect together.

    Contributions:
    331
    Specialties:
    Scripting, Support
    Processing:
    Graphics:
    PREMIUM
    I Donated
    I tried one map and it became a mess as every sector has to be exact. Even when plotting it all out on paper the coords have to be exact for it to work. A dedicated person or group with a lot of free time would be necessary. Unfortunately I have very little time these days now that my kids are older.
  4. Valiant BANNED

    Contributions:
    0
    Processing:
    Graphics:
    *has no life* I could take a shot at it :p
  5. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Well I'm interested in doing this...So someone hit me up and we'll get together and do this... :)
  6. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    I'm trying to do m1l1...Here's what I got so far...but im failing cuz i keep getting this error
    Code:
    ------ Server Initialization Complete ------  1.63 seconds
        waitthread ("setup_new_bsp_" + local.map) (global/libmef/bspsrc.scr, 98)
        waitthread ("setup_new_bsp_" ^
    
    ^~^~^ Script Error: binary '+' applied to incompatible types 'const string' and 'NIL'
    
        waitthread ("setup_new_bsp_" + local.map) (global/libmef/bspsrc.scr, 98)
        ^
    
    ^~^~^ Script Error: ScriptClass::CreateThreadInternal: bad argument format
    
    Here's my addition to the bspsrc.scr so far..

    Code:
    setup_new_bsp_m1l1:
    level.map_sectors[0] = "Southwest Sector"::"SW"
    level.map_sectors[1] = "Southwest Hallway"::"SWH"
    level.map_sectors[2] = "Southwest Box Room"::"SWB"
    level.map_sectors[3] = "South Path"::"SP"
    level.map_sectors[4] = "South Sector"::"S"
    level.map_sectors[5] = "West Sector"::"W"
    
    level.map_baseid = 0
    level.map_modelorigin = ( -4195 -1875 629 )
    level.map_minextents = ( -6960 -5200 -46 )
    level.map_maxextents = ( 40 2480 695 )
    
    waitthread append_cube -5992 -6960 2568 1415 432 440 0 // southwest sector
    waitthread append_cube -5839 -5993 1528 827 440 376 1 // sw hallway
    waitthread append_cube -5471 -6053 826 219 440 376 2 // sw box room
    waitthread append_cube -4759 -5688 218 -8 376 372 3 // south path
    waitthread append_cube -4693 3487 929 -328 460 372 4 // West sector
    
    
    end
    
    
    So you gurus, help me out :)
  7. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    I thought maybe it was because I hadn't done the full map would be the reason I was getting an error.....I was wrong...

    But here's my finished (but obv not) add-on to the bspsrc.scr

    Code:
    setup_new_bsp_m1l1:
    level.map_sectors[0] = "Southwest Sector"::"SW"
    level.map_sectors[1] = "Southwest Hallway"::"SWH"
    level.map_sectors[2] = "Southwest Box Room"::"SWB"
    level.map_sectors[3] = "South Path"::"SP"
    level.map_sectors[4] = "South Sector"::"S"
    level.map_sectors[5] = "West Sector"::"W"
    level.map_sectors[6] = "West Entrance"::"WE"
    level.map_sectors[7] = "No Name Yet"::"NN"
    level.map_sectors[8] = "Who knows"::"WK"
    
    level.map_baseid = 0 // sw sector
    level.map_modelorigin = ( -4195 -1875 629 )
    level.map_minextents = ( -6960 -5200 -46 )
    level.map_maxextents = ( 40 2480 695 )
    
    waitthread append_cube -5992 -6960 2568 1415 432 440 0 // southwest sector
    waitthread append_cube -5839 -5993 1528 827 440 376 1 // sw hallway
    waitthread append_cube -5471 -6053 826 219 440 376 2 // sw box room
    waitthread append_cube -4759 -5688 218 -8 376 372 3 // south path
    waitthread append_cube -4693 3487 929 -328 460 372 4 // West sector
    waitthread append_cube -2867 -5422 -330 -1315 517 330 5 // West entrance
    waitthread append_cube -2895 -5301 -1400 -2866 392 67 6 // no name
    waitthread append_cube -1339 -5374 -2895 -5087 227 32 7 // who knows
    
    
    end
    
    Is it because it's a single player map that I'm getting this error?


    Edit: I think I've realized it. As I look through all the ones currently done, there is a 9999 or a -9999 in each of the locations. I guess I should prolly figure out where to throw those in each one lol.
  8. Herr Klugscheisser Drinking and Tanking. Perfect together.

    Contributions:
    331
    Specialties:
    Scripting, Support
    Processing:
    Graphics:
    PREMIUM
    I Donated
    My problem was being precise. I tried doing the first half of m2l1 because it's relatively flat with only the two building to worry about. Even with plotting it out on paper and sectioning it off was a bit wonky.

    I'll have to fire it back up when I get ambitious enough.

    local.map should equal m1l1. For whatever reason it's not and that is why you get the NIL error.
  9. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Did you get that error Klug? I'm stunned as to why it's not reading the map name...

    Where do you have the map in the freeze tag mod? What folder? I have it in just the folder "maps" not in DM or OBJ. Should I add it to one of these?

    Code:
    setup_new_bsp_m1l1:
        level.map_sectors[1] = "Southwest Sector"::"SW"
        level.map_sectors[2] = "Southwest Hallway"::"SWH"
        level.map_sectors[3] = "Southwest Box Room"::"SWB"
        level.map_sectors[4] = "South Path"::"SP"
        level.map_sectors[5] = "South Sector"::"S"
        level.map_sectors[6] = "West Sector"::"W"
        level.map_sectors[7] = "West Entrance"::"WE"
        level.map_sectors[8] = "No Name Yet"::"NN"
        level.map_sectors[9] = "Who knows"::"WK"
    
        level.map_baseid = 9 // who knows
        level.map_modelorigin = ( -3683 -2852 332 )
        level.map_minextents = ( -6960 -5200 -695 )
        level.map_maxextents = ( 6960 5200 695 )
    
        waitthread append_cube -5992 -6231 9999 -9999 432 446 1 // southwest sector
        waitthread append_cube 9999 -9999 1529 827 330 377 2 // sw hallway
        waitthread append_cube -5471 -6053 826 219 9999 376 3 // sw box room
        waitthread append_cube 9999 -9999 218 -9 376 372 4 // south path    
        waitthread append_cube -4694 -5017 9999 -9999 466 371 5 // south sector
        waitthread append_cube -4693 -9999 929 -330 492 372 6 // West sector
        waitthread append_cube 9999 -9999 -331 -1333 517 330 7 // west entrance
        waitthread append_cube 9999 -9999 -1334 -2866 392 67 8 // no name yet
        waitthread append_cube 9999 -9999 -2867 -9999 227 32 9 // who knows
    
    
    end
    
    
    here's the script. Still getting errors. I know i'm not gunna get a lot of help, cuz u guys are all new to this as well...just showing u guys what im doing, in case i get the hang of it, so u can learn from my mistakes lol.

    When you want ur sector to extend infinitely to the North make your first number "9999" south "-9999". These are the first 2 numbers in the list. Same goes for east and west. East is 9999 and west is -9999.

    Also, (this is in the readme, just took me a little while to understand) you can have multiple shapes in one sector. If you look at DV's sector list, you'll see the SE Sector (25), there are multiple shapes in that one sector.
  10. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    lol, I know it seems I'm spamming this thread with pointless junk, and if I am sorry. Just trying to help out others learn as I am..

    I screwed up, min goes first, then max. That was one problem I had. So here's my rough draft (still getting the errors though, don't know how to fix that problem)

    Code:
    setup_new_bsp_m1l1:
        level.map_sectors[0] = "Southwest Sector"::"SW"
        level.map_sectors[1] = "Southwest Hallway"::"SWH"
        level.map_sectors[2] = "Southwest Box Room"::"SWB"
        level.map_sectors[3] = "South Path"::"SP"
        level.map_sectors[4] = "South Sector"::"S"
        level.map_sectors[5] = "West Sector"::"W"
        level.map_sectors[6] = "West Entrance"::"WE"
        level.map_sectors[7] = "No Name"::"NN"
        level.map_sectors[8] = "Who Knows"::"WK"
    
        level.map_baseid = 8 // who knows
        level.map_modelorigin = ( -3683 -2852 332 )
        level.map_minextents = ( -6960 -5662 -600 )
        level.map_maxextents = ( 2700 3310 600 )
    
        waitthread append_cube -6231 -5992 -9999 9999 446 432 0 // southwest sector
        waitthread append_cube -9999 9999 827 1529 377 330 1 // sw hallway
        waitthread append_cube -6053 -5471 219 826 376 9999 2 // sw box room
        waitthread append_cube -9999 9999 -9 218 372 376 3 // south path    
        waitthread append_cube -5017 -4694 -9999 9999 371 466 4 // south sector
        waitthread append_cube -9999 -4693 -330 929 372 492 5 // West sector
        waitthread append_cube -9999 9999 -1333 -331 330 517 6 // west entrance
        waitthread append_cube -9999 9999 -2866 -1334 67 392 7 // no name yet
        waitthread append_cube -9999 9999 -9999 -2867 32 227 8 // who knows
    
    
    end
    
  11. Herr Klugscheisser Drinking and Tanking. Perfect together.

    Contributions:
    331
    Specialties:
    Scripting, Support
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Don't remember the errors. If I get the time tonight I'll have a look.
  12. Herr Klugscheisser Drinking and Tanking. Perfect together.

    Contributions:
    331
    Specialties:
    Scripting, Support
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Well I ran it and BT and I did not see that error in my log running your coords. I think it needs a little work. The diagram shows long narrow areas .... coords might be off.
  13. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Yeah, I'd be able to perfect it...if I could see the stupid thing work lol. What do you have to convert your sp maps to multiplayer? Maybe that's my problem.
  14. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    oh yeah, here's the other error I'm getting:

    Code:
        level.mef_nexthudid += local.numids (global/libmef/hud.scr, 40)
        level.mef_nexthudid ^
    
    ^~^~^ Script Error: binary '+' applied to incompatible types 'NIL' and 'int'
    
  15. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Well, I gave up on that map, and tried another one and got the same errors. Would you mind posting ur bspsrc.scr klug? The one where you used my coords but didnt get any errors lol
  16. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    I'm a TOTAL IDIOT :awcrap::awcrap::awcrap::awcrap:

    Although this did not fix the errors (again..) I realized I had the sector volumes setup incorrectly. When you try my sectors again, try this:

    Code:
    setup_new_bsp_m1l1:
        level.map_sectors[0] = "Southwest Sector"::"SW"
        level.map_sectors[1] = "Southwest Hallway"::"SWH"
        level.map_sectors[2] = "Southwest Box Room"::"SWB"
        level.map_sectors[3] = "South Path"::"SP"
        level.map_sectors[4] = "South Sector"::"S"
        level.map_sectors[5] = "West Sector"::"W"
        level.map_sectors[6] = "West Entrance"::"WE"
        level.map_sectors[7] = "No Name"::"NN"
        level.map_sectors[8] = "Who Knows"::"WK"
     
        level.map_baseid = 8 // who knows
        level.map_modelorigin = ( -3683 -2852 332 )
        level.map_minextents = ( -6960 -5662 -600 )
        level.map_maxextents = ( 2700 3310 600 )
     
        waitthread append_cube 432 446 -6231 -5992 -9999 9999 0 // sw sector
        waitthread append_cube 330 377 -9999 9999 827 1529 1 // sw hallway
        waitthread append_cube 376 9999 -6053 -5471 219 826 2 // sw box room
        waitthread append_cube 372 376 -9999 9999 -9 218 3 // south path
        waitthread append_cube 371 466 -5017 -4694 -9999 9999 4 // south sector
        waitthread append_cube 372 492 -9999 -4693 -330 929 5 // west sector
        waitthread append_cube 330 517 -9999 9999 -1333 -331 6 // west entrence
        waitthread append_cube 67 392 -9999 9999 -2866 -1334 7 // nn
        waitthread append_cube 32 227 -9999 9999 -9999 -2867 8 // wk
     
    end
    

    Btw, I started on sectioning off omaha beach. That's going much better. Should be done by the end of this week with the very rough draft. lol
  17. bballmcd7 Yes, I am Super :)

    Contributions:
    40
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    I'm pretty close to being done Omaha beach...When I post it, I'm not sure I have the most recent version of FT and would like to have that so people aren't using an old version with this. Someone wanna link me? Thanks.
  18. Creaper Gunnery Sergeant

    Contributions:
    244
    Just a side note
    this also will work with custom maps sh bt maps aswell
  19. stocker67 Private

    Contributions:
    1
    I did a section of map m3l2. I attached the map script. We rotate between FT and Dem with different spawns. Its a small map so it was easy to start with. I am working on m4l1 right now. Thanks to Creaper for supplying the bsp compiler.

    setup_new_bsp_m3l2:

    level.map_sectors[0] = "West"::"W"
    level.map_sectors[1] = "East"::"E"
    level.map_sectors[2] = "North Road"::"NRD"
    level.map_sectors[3] = "East Drive"::"EDR"
    level.map_sectors[4] = "East Gate"::"EG"
    level.map_sectors[5] = "East Hill"::"EH"
    level.map_sectors[6] = "E Out Barn"::"EOBN
    level.map_sectors[7] = "Barn"::"BN"
    level.map_sectors[8] = "Courtyard"::"CYD"
    level.map_sectors[9] = "House 1st Floor"::"HS1"
    level.map_sectors[10] = "House 2nd Floor"::"HS2"
    level.map_sectors[11] = "West Gate"::"WG"
    level.map_sectors[12] = "West Road"::"WRD"
    level.map_sectors[13] = "Wall Area"::"WWLL"
    level.map_sectors[14] = "Silo"::"SILO"


    level.map_baseid = 0 // West
    level.map_modelorigin = ( -5151 -6662 400 )
    level.map_minextents = ( -7319 -8212 -1000 )
    level.map_maxextents = ( -2648 -3389 600 )


    waitthread append_cube -9999 9999 -7319 -2648 -8212 -5500 1 // East Sector
    waitthread append_cube -9999 9999 -4039 -2648 -8212 -6256 2 // North Road
    waitthread append_cube -9999 9999 -5164 -4039 -8212 -6256 3 // East Drive
    waitthread append_cube -9999 9999 -5910 -5164 -7100 -6256 4 //East Gate
    waitthread append_cube -9999 9999 -6658 -5164 -8212 -7100 5 // East Hill
    waitthread append_cube -9999 9999 -7319 -6658 -8212 -6828 6 // East Outside Barn
    waitthread append_cube -9999 9999 -7124 -6729 -6828 -5838 7 //Barn
    waitthread append_cube -9999 9999 -6729 -5910 -7100 -5479 8 // Courtyard
    waitthread append_cube -9999 -55 -5560 -5210 -6051 -5571 9 //House 1st floor
    waitthread append_cube -55 9999 -5560 -5210 -6051 -5571 10 //House 2nd floor
    waitthread append_cube -9999 9999 -5910 -5560 -6010 -5571 11 // West Gate
    waitthread append_cube -9999 9999 -5910 -5210 -5479 -3389 12 //West Road
    waitthread append_cube -9999 9999 -5210 -4537 -6256 -5164 13 // West Wall
    waitthread append_cube -9999 9999 -4753 -4508 -7395 -7171 14 //Silo

    end
  20. randoran Private

    Contributions:
    2

    Ummm.... are these supposed to be added with your code?

    level.map_bsp[1] = spawn Listener
    level.map_bsp[1].ord = ?????
    level.map_bsp[1].pd = ?????
    level.map_bsp[1].frontid = ?????
    level.map_bsp[1].backid = ?????
    level.map_bsp[1].frontsec = ?????
    level.map_bsp[1].backsec =??????

    just wandering cause other map desc.. have them added...

Share This Page