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-   -   Caen2 waypoints have escaped! (http://forums.bots-united.com/showthread.php?t=5551)

the bindlestiff 26-07-2006 02:43

Caen2 waypoints have escaped!
 
Well, they were let go, actually.

Caen2 is finished and ready to play!

One of the main British objectives after D-Day was to capture the French city of Caen, a major crossroads in Normandy. But the attempt failed, giving the Germans time to make preparations to mount a major defense of the city. From mid-June to early August, 1944, British and Canadians forces battled to wrest Caen from the stubbornly-resisting Germans, turning the town into rubble in the process. Early on in the battle, a small group of Americans carrying Allied maps of the forthcoming attack have come into contact with Axis forces near the Caen Canal. The Axis have a damaged tank that they intend to repair and use to attack the Allied headquarters. If they succeed in taking the maps, they intend to rush them to Axis headquarters using the fast boat that is tied up along the canal. The Axis may have an easy time getting their tank going but after they cross the bridge over the canal the going will get very tough, indeed. Wear your helmets because there will be plenty of artillery and air strikes to keep you ducking. And bring your swim fins in case you fall in the canal! :) .

The map is available at Filefront: http://returntocastlewolfenstein.fil...le/Caen2;46895

The waypoints are in the Filebase at http://filebase.bots-united.com/uploads/Caen2_1.00.zip

Enjoy!! :big_grin:

vlvttch 26-07-2006 03:22

Re: Caen2 waypoints have escaped!
 
Awesome map. I got it up and running on my server.

thekillbox.servegame.com:27960

signap 26-07-2006 22:39

Re: Caen2 waypoints have escaped!
 
Thx!!!!!!!!!!!!!!!!!!!!

Mase 27-07-2006 12:27

Re: Caen2 waypoints have escaped!
 
the waypoints working very good!
thx man!

EDIT: one stupid question: when ive got the box, what do i have to do whit it?
or where i have to bring it?

the bindlestiff 27-07-2006 16:28

Re: Caen2 waypoints have escaped!
 
Quote:

Originally Posted by Mase
EDIT: one stupid question: when ive got the box, what do i have to do whit it?
or where i have to bring it?

The Axis have to take the maps to the little boat that's tied up along the south side of the canal. You can run across the bridge or swim to get there.

Mase 27-07-2006 17:28

Re: Caen2 waypoints have escaped!
 
ah ok! thx mate!

nedd3h 20-08-2006 02:22

Re: Caen2 waypoints have escaped!
 
Thanks for this pack, I have it on my server :)

runs well!

nedd3h 18-11-2006 00:09

Re: Caen2 waypoints have escaped!
 
Would it be possible to include the sound notification fix by McSteve and the clipping exploit fix by Mortis in the Caen2 map script?

This has been addressed for etpro servers.
http://bani.anime.net/banimod/forums...=5932&start=60
If possible I'd like to have this addressed for my fritzbot server as well :)

Trouble is I have no idea how to edit things in .script files :blush:

Adder 18-11-2006 14:05

Re: Caen2 waypoints have escaped!
 
Link to waypoints is not working :(

Adder

the bindlestiff 18-11-2006 16:12

Re: Caen2 waypoints have escaped!
 
Quote:

Originally Posted by Adder (Post 52872)
Link to waypoints is not working :(

Adder

Mal removed them fromthe filebase and put them into the latest release: "ET_Final" and the follow-up "ET_Final Patch." They are located in the file "Fritz0.pk3" of the patch.

TomTom 18-11-2006 20:58

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.)

CrapShoot 19-11-2006 02:35

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.

the bindlestiff 19-11-2006 17:54

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.

CrapShoot 19-11-2006 20:02

Re: Caen2 waypoints have escaped!
 
yeah, i guess i should have mentioned that the script I attached was Mortis' / Ragnar's fixes only...

nedd3h 20-11-2006 02:27

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 :)

TomTom 20-11-2006 03:53

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.

Nova2001 08-05-2007 11:00

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?


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