![]() |
Re: Caen2 waypoints have escaped!
nedd3h: if you know exactly what lines need to be changed in a .script file, you can always go ahead yourself rather than wait for it to go through the full community process.
Backup your fritzbot\Fritz0.pk3 Associate .script with notepad. Open the .script file with inside the .pk3 (path is \maps\). BTW use Winrar not Winzip (see below) Search for the line to be changed. After making the corrections, save and close. Winrar will detect that the copy in the temporary directory was changed and ask if you want to update (say yes). Don't use Winzip because it may save the new version in the root rather than \maps\. And that is all there is to editting .script files. NOW HAVING TOLD YOU ALL THAT... I much prefer the alternate solution of adding the caen2_soundfix.pk3 file to etmain. That way the fix works for all variations of ET not just Fritzbot. Also logically the sounds should be prefixed caen2 not caen which the soundfix supports but the script edit method does not. (the client download issue is trivial since the pk3'd .sound file is smaller than the .script) (p.s. The clipping exploit fix you mentionned I did not see but the banimod thread you referenced is 5 very long pages, and I do not have time right now to read through all of it.) |
Re: Caen2 waypoints have escaped!
1 Attachment(s)
The script fixes create 14 entities in the map. So anyone doing this will have to modify the entity numbers of the objective actions in the .nav
I've attached the script file. |
Re: Caen2 waypoints have escaped!
Crapshoot's script may work for the clipping problems in ET but it doesn't include all the tank-specific entities that I created for the Fritzbot waypoints. The two scripts will have to be merged and the entity numbers updated in the nav to make it work successfully. Then you'll need the soundfix.pk3 file that TomTom mentions as well.
I can do this, but it'll have to wait until I finish my current waypointing project. |
Re: Caen2 waypoints have escaped!
yeah, i guess i should have mentioned that the script I attached was Mortis' / Ragnar's fixes only...
|
Re: Caen2 waypoints have escaped!
1 Attachment(s)
the attachment has the clipping exploit and sound notifications fix all in one
...just need it merged with the current fritz one :) |
Re: Caen2 waypoints have escaped!
Nedd3h: to clarify what the bindlestiff and crapshoot are talking about.;
(1) they have to merge the changes that were made for fritzbot with those made by Ragnar and Mortis. (2) The script changes will shift the objective's' entity numbers. So they have to do a walk through inspecting all the actions that are tied to entities, correcting the action_ents. Then save a new caen2.nav file. (3) Then either add the corrected caen2.sounds file to fritzbot\sounds or do mcsteves workaround in the script file. (4) And write or update some readme file to keep track of changes. (5) Package it together as a .pk3 for wider testing (6) And once tested then the bindlestiff can re-issue the fritz pack with the new files. So please be patient, you can use the soundfix link I posted and punish anybody using the mg exploit in the meanwhile. |
Re: Caen2 waypoints have escaped!
Sometimes the axis bots will camp by where the tank starts, long after the tank is past the bridge.
Specifically, they camp on top of a stack of boxes, and in the doorway of the building. Any reason that they do that? |
All times are GMT +2. The time now is 10:27. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.