Hey everyone, I am running an obj server and wish to add custom obj maps to the rotation. Does anyone know where to find mohdm maps that are modded with a bomb? (Vershneit, Algiers, Brest, Stadt, Remagen, etc...) Any help will be appreciated! Thank you, Spidey.
Yeah, thank you for your response. That thread has similar problem, but that mod says tdm to FTobj, and i don't want freezetag. How can I run these maps with regular obj?
loool just u must spawn in dm maps bombs or vehicles like flak or something else and set in config server: g_gametype 3 , roundlimit 2 (if u want more so change it). Code for spawn found in scripts in moh game. try editing dm maps and take code from example obj_team1.scr: Code: // THE HUNT // ARCHITECTURE: NED/STEVE // SCRIPTING: NED and lots of help from ZIED main: setcvar "g_obj_alliedtext1" "- Find and destroy" setcvar "g_obj_alliedtext2" "the Flak 88 cannon" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "- Defend the Flak 88" setcvar "g_obj_axistext2" "cannon" setcvar "g_obj_axistext3" " " setcvar "g_scoreboardpic" "objdm1" ////////////////////////// level waittill prespawn ////////////////////////// //*** Precache Dm Stuff exec global/DMprecache.scr level.script = maps/obj/obj_team1.scr exec global/ambient.scr obj_team1 ////////////////////////// level waittill spawn ////////////////////////// level.defusing_team = "axis" level.planting_team = "allies" // set the parameters for this round based match level.dmrespawning = 0 // 1 or 0 level.dmroundlimit = 5 // round time limit in minutes level.clockside = axis // set to axis, allies, kills, or draw ////////////////////////// level waittill roundstart ////////////////////////// //*********************************************** // bomb planting setup //*********************************************** $flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4 $flak88_weapon1_explosive thread global/obj_dm.scr::bomb_thinker thread allies_win_thread $flak88_weapon1_explosive $flak88_weapon1_explosive thread axis_win_timer ///////////////////////////////////// ///// objectives // waitthread global/objectives.scr::reset_objectives // waitthread global/objectives.scr::blank_objectives // waitthread global/objectives.scr::add_objectives 1 2 "Find and destroy the Flak88" //$flak88_weapon1_trigger.origin // wait 2 // waitthread global/objectives.scr::current_objectives 1 end //*** -------------------------------------------- almost_there1: //called by BSP local.player = parm.other if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) ) end iprintlnbold "The Allies have breached the perimeter!" level.perimeter_breached = 1 end //*** -------------------------------------------- allies_win_thread local.bomb1: while (local.bomb1.exploded != 1) wait .1 teamwin allies end //*** -------------------------------------------- //*** "Axis Victory" //*** -------------------------------------------- axis_win_timer: level waittill axiswin end //*** -------------------------------------------- flak88_random_setup local.explosive local.weapon local.point_at local.base local.number_of_locations: local.location = ((randomint (local.number_of_locations)) + 1) local.trigger_offset = self.origin - local.base.origin local.weapon_offset = local.weapon.origin - local.base.origin local.explosive_offset = local.explosive.origin - local.base.origin local.point_at_offset = local.point_at.origin - local.base.origin local.location = $("flak88_location" + local.location) local.base.origin = local.location.origin self.origin = local.trigger_offset + local.base.origin local.weapon.origin = local.weapon_offset + local.base.origin local.explosive.origin = local.explosive_offset + local.base.origin local.point_at.origin = local.point_at_offset + local.base.origin local.weapon setaimtarget local.point_at end //*********************************************** // first thread... controls allies using the trigger //*********************************************** flak88_set_explosive_thinker local.bomb local.weapon: local.bomb model items/pulse_explosive.tik while (1) { println "waittill trigger " self self waittill trigger local.player = parm.other //"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis' if (local.player.dmteam !="allies") { goto flak88_set_explosive_thinker local.bomb local.weapon println "failed dmteam check" local.player.dmteam } local.counter = 0 //add check for allies vs nazi while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) ) { local.counter++ if ((local.counter % 5) == 0) { level.subtitleX = 100 level.subtitleY = 50 locprint level.subtitleX level.subtitleY("set "+ local.counter) } wait .1 if (local.counter >= level.bomb_set_time) { thread wait_for_axis local.bomb local.weapon thread waittill_explode local.bomb local.weapon local.bomb.live = 1 end } } println "usetrigger but failed check" if ! (local.bomb cansee local.player level.bombusefov level.bomb_use_distance) println "failed cansee check" if ! (local.player.useheld == 1) println "failed useheld check" local.player.useheld } end //*********************************************** // second thread... controls axis using the trigger //*********************************************** wait_for_axis local.bomb local.weapon: while (1) { self waittill trigger local.player = parm.other //"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis' //add check for nazi if (local.player.dmteam !="axis") { println "failed dmteam check" local.player.dmteam goto wait_for_axis local.bomb local.weapon } local.counter = 0 while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) ) { local.counter++ if ((local.counter % 5) == 0) { level.subtitleX = 100 level.subtitleY = 70 locprint level.subtitleX level.subtitleY ("defuse "+local.counter) } wait .1 if (local.counter >= level.bomb_defuse_time) { thread flak88_set_explosive_thinker local.bomb local.weapon //start first thread again local.bomb.live = 0 end } } } end //*********************************************** // third thread... times the bomb and makes it explode at the right time //*********************************************** waittill_explode local.bomb local.weapon: local.bomb model items/explosive.tik local.bomb playsound plantbomb self loopsound bombtick local.start_time = level.time while (level.time < (local.start_time + level.bomb_tick_time)) { wait .1 if (local.bomb.live != 1) { self stoploopsound end } } self stoploopsound thread explode local.bomb local.weapon self remove end //*********************************************** // fourth thread... controls the explosion //*********************************************** explode local.bomb local.weapon: ///// shake the players view thread jitter_large 0 local.temp = spawn script_model local.temp.origin = self.origin local.temp model "fx/fx_flak88_explosion.tik" local.temp anim start local.temp playsound explode_aagun local.weapon model models/statweapons/flak88_d.tik //origin damage radius constant damage or not radiusdamage local.bomb.origin level.bomb_damage level.bomb_explosion_radius local.bomb hide teamwin allies end //****************************** // jitter large effect // jitter_large [delay] //****************************** jitter_large local.time: if (local.time) wait local.time waitexec global/earthquake.scr .35 10 0 0 waitexec global/earthquake.scr .23 6 0 0 waitexec global/earthquake.scr 1 1 0 0 waitexec global/earthquake.scr 1.25 .3 0 1 end
That works? Just changing dm maps scr. to obj script? I'm going to test out the mod that says FT-OBJ. I will let you know what happens
I tried the mod from the other thread you posted Green, it didn't have any mod to it when i uploaded it to the server.