Page 1 of 2 12 LastLast
Results 1 to 10 of 16

Thread: Single Player missions maps to OBJ?

  1. #1
    Senior Member verruguitens's Avatar
    Join Date
    Mar 2017
    Location
    Argentina
    Posts
    207

    Question Single Player missions maps to OBJ?

    Hi guys, is possible convert these maps "m2l1" (etc) to OBJ?, add "Radio Control" (like v2 OBJ) for plant bomb?, i want create OBJ m2l1 and m2l3 !!! Thanks!!

  2. #2
    Senior Member verruguitens's Avatar
    Join Date
    Mar 2017
    Location
    Argentina
    Posts
    207

    Default

    Click image for larger version. 

Name:	Sin título.jpg 
Views:	22 
Size:	102.7 KB 
ID:	2072


    Could it be that you create with these commands ?, instead of "remove" write "add" and go?

    would also have to use "coord" to know where to place the pump?

    Is possible this?




    look the thread of this:

    https://www.x-null.net/forums/thread...BJ-maps-to-TDM

  3. #3

    Default

    no that doesnt work, you need to do some work to add objectives to maps, but here is a mod that changes some tdm maps into obj http://www.mohaaaa.co.uk/AAAAMOHAA/content/tdm-objftobj

  4. #4
    Senior Member verruguitens's Avatar
    Join Date
    Mar 2017
    Location
    Argentina
    Posts
    207

    Default

    Quote Originally Posted by Slimbips {sfx} View Post
    no that doesnt work, you need to do some work to add objectives to maps, but here is a mod that changes some tdm maps into obj http://www.mohaaaa.co.uk/AAAAMOHAA/content/tdm-objftobj
    t's very complicated?

  5. #5

    Default

    i think its not complicated to add bombs on maps if u check how this mod works.... just try to copy paste the bomb in another map

  6. #6

    Default

    try this

    Code:
     //
    // M2L1 - Secret Documents of the Kriegsmarine
    //
    
    
    main: 
    
    
        level.gametype = int( getcvar( g_gametype ) )
    
        //Update the map if we are not in obj mode
        if( level.gametype == 1 )
        {
            thread update_map
        }
    
        if( level.gametype == 2 )
        {
    	thread spawn_thread
        }
    
        if( level.gametype == 3 )
        {
    	thread spawn_thread
        }
    
        if( level.gametype == 4 )
        {
    	thread objtype
        }
        else
        {
    tdmtype:
    
    	setcvar "g_obj_alliedtext1"  "Map Name: M2L1" 
    	setcvar "g_obj_alliedtext2" "Secret Documents of "
    	setcvar "g_obj_alliedtext3"  " the Kriegsmarine"
    	
    	setcvar "g_obj_axistext1" ""
    	setcvar "g_obj_axistext2" ""
    	setcvar "g_obj_axistext3" "Visit www.Mods-R-us.net" 
    
    	setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga" 
    
    	setcvar "g_gametype" "2"
    	
    	waitthread tdm_spawns
    	waitthread set_da_stuff_up
    
    	level waittill prespawn
    
    	thread global/door_locked.scr::lock
    	exec global/ambient.scr m2l1
    	exec global/DMprecache.scr
    	
    	level waittill spawn
    
    	level.clockside = kills
    
    
    	
    end
    
    
    
    ffatype:
    
    	setcvar "g_obj_alliedtext1"  "Map Name: M2L1" 
    	setcvar "g_obj_alliedtext2" "Secret Documents of "
    	setcvar "g_obj_alliedtext3"  " the Kriegsmarine"
    	
    	setcvar "g_obj_axistext1" ""
    	setcvar "g_obj_axistext2" ""
    	setcvar "g_obj_axistext3" "Visit www.Mods-R-us.net" 
    
    	setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga" 
    
    	
    	setcvar "g_gametype" "1"
    	
    	waitthread ffa_spawns
    	waitthread set_da_stuff_up
    	
    	level waittill prespawn
    
    	thread global/door_locked.scr::lock
    	exec global/ambient.scr m2l1
    	exec global/DMprecache.scr
    	
    	level waittill spawn
    
    	level.clockside = kills
    
    	
    
    end
    
    
    tdm_spawns:
    
    
    
    	// 
    	spawn info_player_axis "origin" "944.45 2385.03 624.13" "angle" "-86" "targetname" "X1"
    	spawn info_player_axis "origin" "765.40 2350.61 624.13" "angle" "-96" "targetname" "X2"
    	spawn info_player_axis "origin" "575.13 2374.71 624.13" "angle" "-68" "targetname" "X3"
    	spawn info_player_axis "origin" "796.37 2548.91 448.13" "angle" "14" "targetname" "X4"
    	spawn info_player_axis "origin" "791.13 2676.48 448.13" "angle" "3" "targetname" "X5"
    
    	spawn info_player_axis "origin" "1264.87 2605.44 448.13" "angle" "160" "targetname" "X6" 
    	spawn info_player_axis "origin" "1424.88 2447.13 448.13" "angle" "98" "targetname" "X7"
    	spawn info_player_axis "origin" "1768.57 2115.37 448.13" "angle" "121" "targetname" "X8"
    	spawn info_player_axis "origin" "1937.80 2251.59 448.13" "angle" "142" "targetname" "X9"
    	spawn info_player_axis "origin" "2106.38 2326.16 448.13" "angle" "158" "targetname" "X10"
    
    	spawn info_player_axis "origin" "2218.13 2137.92 448.13" "angle" "148" "targetname" "X11"
    	spawn info_player_axis "origin" "2563.74 2220.75 448.13" "angle" "161" "targetname" "X12"
    	spawn info_player_axis "origin" "1696.55 2767.52 499.36" "angle" "-135" "targetname" "X13"
    	spawn info_player_axis "origin" "1893.32 2715.71 491.19" "angle" "-155" "targetname" "X14"
    	spawn info_player_axis "origin" "576.07 3328.87 448.13" "angle" "-69" "targetname" "X15"
    
    
    
    	spawn info_player_allied "origin" "392.50 -3776.87 488.12" "angle" "46" "targetname" "A1"
    	spawn info_player_allied "origin" "1900.07 -3721.16 536.39" "angle" "112" "targetname" "A2"
    	spawn info_player_allied "origin" "1989.64 -3120.86 478.63" "angle" "141" "targetname" "A3"
    	spawn info_player_allied "origin" "-323.81 -3776.87 488.13" "angle" "128" "targetname" "A4"
    	spawn info_player_allied "origin" "-1425.31 -3772.59 472.58" "angle" "44" "targetname" "A5" 
    
    	spawn info_player_allied "origin" "-1520.86 -3753.95 584.13" "angle" "61" "targetname" "A6"
    	spawn info_player_allied "origin" "-1801.17 -3760.86 584.13" "angle" "9" "targetname" "A7"
    	spawn info_player_allied "origin" "-2132.56 -3378.35 484.00" "angle" "33" "targetname" "A8"
    	spawn info_player_allied "origin" "-2062.78 -3148.61 484.00" "angle" "8" "targetname" "A9"
    	spawn info_player_allied "origin" "-1972.37 -3065.31 484.00" "angle" "58" "targetname" "A10"
    
    	spawn info_player_allied "origin" "-1750.48 -3085.53 484.00" "angle" "87" "targetname" "A11"
    	spawn info_player_allied "origin" "-1314.70 -2969.85 487.08" "angle" "0" "targetname" "A12"
    	spawn info_player_allied "origin" "-1704.20 -3392.42 484.13" "angle" "23" "targetname" "A13"
    	spawn info_player_allied "origin" "-2241.29 -2957.43 486.41" "angle" "-27" "targetname" "A14"
    	spawn info_player_allied "origin" "-2387.16 -3133.96 481.26" "angle" "-2" "targetname" "A15"
    	 
    
    	
    
    end
    
    
    
    
    ffa_spawns: 
    
    
    	spawn info_player_deathmatch "origin" "-1814.51 -2672.87 776.13" "angle" "58"
    	spawn info_player_deathmatch "origin" "431.13 -3641.05 489.66" "angle" "75"
    	spawn info_player_deathmatch "origin" "-1623.08 -1170.81 452.94" "angle" "3"
    	spawn info_player_deathmatch "origin" "-2132.54 447.73 464.39" "angle" "-2"
    	spawn info_player_deathmatch "origin" "-1619.10 1552.47 488.40" "angle" "11"
    
    	spawn info_player_deathmatch "origin" "307.13 2400.87 624.13" "angle" "-87"
    	spawn info_player_deathmatch "origin" "1008.87 2400.87 624.13" "angle" "-122"
    	spawn info_player_deathmatch "origin" "820.88 1519.13 624.13" "angle" "159"
    	spawn info_player_deathmatch "origin" "1315.79 1687.46 448.13" "angle" "-177"
    	spawn info_player_deathmatch "origin" "891.24 1963.57 448.13" "angle" "99"
    
    	spawn info_player_deathmatch "origin" "872.87 3252.87 448.13" "angle" "-113"
    	spawn info_player_deathmatch "origin" "807.13 2613.46 448.13" "angle" "26"
    	spawn info_player_deathmatch "origin" "1490.65 1656.19 502.26" "angle" "72"
    	spawn info_player_deathmatch "origin" "3688.93 2288.74 503.85" "angle" "173"
    	spawn info_player_deathmatch "origin" "3564.65 1390.24 484.13" "angle" "174"
    
    end
    
    
    
    set_da_stuff_up:
    	
    	// Some sounds
    	local.master = spawn scriptmaster
    	local.master aliascache m2l1_radio1 sound/mechanics/shortwave2.wav soundparms 0.7 0.0 1.0 0.0 100 900 auto streamed maps "m dm moh obj"
    	local.master aliascache radio_loop sound/mechanics/Mec_RadioMusic_01.wav soundparms 0.5 0.0 1.0 0.0 150 800 local streamed maps "m2l1 m6l2a dm moh obj train"
    	local.master aliascache m2l1_radio3 sound/mechanics/Mec_RadioLoop_05.wav soundparms 0.7 0.0 1.0 0.0 100 500 auto loaded maps "m2 dm moh obj train"
    
    
    	// Remove AI
    	removeclass actor
    
    	$gate_clip remove
    	$main_gate remove
    
    	$radio1_sound loopsound m2l1_radio1
    	$radio2_sound loopsound radio_loop
    	$radio3_sound loopsound m2l1_radio1
    
    	//thread Map_Guard
    
    end	
    
    
    // not needed
    Map_Guard:
    
    	level.killcount = 0
    
    	spawn trigger_multipleall "targetname" "Killah"
    	$Killah.origin = ( 3152.01 3558.89 590.76 ) 
    	$Killah setsize ( -30 -130 -200 ) ( 30 30 200 )
    	$Killah setthread die
    	$Killah message "Play fair!"
    end
    
    die:
    	iprintln "*** - Map_Guard Triggered - ***"
    	local.punk = parm.other
    	if!(isalive local.punk)
    	{
    	end
    	}
    	local.punk thread spawn_fx models/animate/fx_mortar_dirt.tik 
    	local.punk kill
    	wait 1
    	if (local.punk.health == 0)
    	{
    	level.killcount ++
    	waitthread hudprint ("Map Guard Kills:" + level.killcount ) .75 .65 .1
    	}
    end
    
    
    hudprint local.nstring local.r local.g local.b:
    
    	huddraw_rect 187 140 -84 50 50 
    	huddraw_color 187 local.r local.g local.b 
    	huddraw_font 187 "facfont-20" 
    	huddraw_string 187 local.nstring 
    	huddraw_align 187 left bottom 
    	huddraw_alpha 187 1 
    end 
    
    spawn_fx local.fx:
    	local.temp = spawn script_model model local.fx
    	local.temp notsolid
    	local.temp.origin = self.origin
    	local.temp anim start
    	wait 3
    	local.temp remove
    end
    
    
    
    // End some labels
    document2:
    end
    document1:
    end
    s7_test:
    end
    music2:
    end
    document4:
    end
    document3:
    end
    ladder_hint:
    end
    enable_hall_guards:
    end
    
    
    objtype:
    
    	setcvar "g_gametype" "4"
    	
    	waitthread tdm_spawns
    	waitthread set_da_stuff_up
    
    	level waittill prespawn
    	
    thread objectivethread
    
    	thread global/door_locked.scr::lock
    	exec global/ambient.scr m2l1
    	exec global/DMprecache.scr
    	
    		////------setup random spots for the radio---
    
    local.origins = makeArray
    ( 1190.53 1530.35 627.00 )( 0 0 0 )
    ( 626.09 2122.34 629.00 )( 0  90 0 )
    ( 462.39 1911.91 627.00 )( 0 0 0.00 )
    
    endArray
      
      //Here is what the array means
      //local.origins[1][1] = ( -1560.30 -127.01 -22.43 )
      //local.origins[1][2] = ( 0 -95 0 )
      //local.origins[2][1] = ( -290.30 1069.79 85.29 )
      //local.origins[2][2] = ( 0 0 0 )
      //..etc..
      
    local.random = randomint(local.origins.size)+1
    
    local.random_coords = local.origins[local.random][1]
    local.random_angles = local.origins[local.random][2]
    
    thread radio local.random_coords local.random_angles
    //thread krugertext
    
    	level waittill spawn
    
     level.defusing_team = "axis"
     level.planting_team = "allies"
     level.targets_to_destroy = 1 
     level.bomb_damage = 300
     level.bomb_explosion_radius = 1024
    
     // set the parameters for this round/wave based match
     level.dmrespawning = 0   // 1 **wave based** or 0 **round based**
     level.dmroundlimit = 10   // round time limit in minutes
     level.clockside = axis // set to axis, allies, kills, or draw
    
     //level waittill roundstart
    
    $bomb1 thread global/obj_dm.scr::bomb_thinker
    thread allied_win_bomb $bomb1
    thread axis_win_timer $bomb1
    
    end
    //-----------------------------------------------------------------------------
    
    allied_win_bomb local.bomb:
    
    while(local.bomb.exploded != 1)
    waitframe
    
     iprintln "The Allies have Destroyed the Radio "
    
    teamwin allies
    end
    
    axis_win_timer:
    
    level waittill axiswin
    
    end
    
    radio local.origin local.angles:
    
    //local.angles = ( 0 local.angle 0 )
    local.x = (angles_toforward local.angles)
    local.y = (angles_toleft local.angles) * -1
    local.z = angles_toup local.angles
    
    local.radio = spawn script_model
    local.radio model "miscobj/radio_military.tik"
    local.radio.origin = (local.origin + (local.z * 48 ))
    local.radio.angles = local.angles
    //local.radio light 1 0 0 1000
    
    local.radio.targetname = "radio"
    local.radio.destroyed_model = "animate/inferno.tik"
    
    local.bomb = spawn script_model
    local.bomb model "items/pulse_explosive.tik"
    local.bomb.origin = (local.origin + (local.x * 7.75) + (local.y * -5.78 ) + (local.z * 48.0))
    local.bomb.angles = local.angles
    local.bomb.targetname = "bomb1"
    local.bomb.explosion_sound = "grenade_explode"
    local.bomb.explosion_fx = "models/animate/inferno.tik"
    local.bomb.trigger_name = "radio_trigger"
    local.bomb.target = "radio"
    
    local.trigger = spawn trigger_use
    local.trigger.targetname = "radio_trigger"
    local.trigger.origin = (local.origin + (local.x * -7.75) + (local.y * -5.78) + (local.z * 48.0))
    local.trigger setsize ( -10 -10 -10 ) ( 10 10 10 )
    local.trigger.angles = local.angles
    end
    
    objectivethread:
    
      setcvar "g_gametype" "4"
      setcvar "session" "4"
      setcvar "fraglimit" "5"
      setcvar "timelimit" "30" 
      
      setcvar "g_gametypestring" "Objective-Match"
    
    	setcvar "g_obj_alliedtext1"  "Kriegsmarine" 
    	setcvar "g_obj_alliedtext2" "Destroy The "
    	setcvar "g_obj_alliedtext3"  "Radio"
    	
    	setcvar "g_obj_axistext1" "Defend The"
    	setcvar "g_obj_axistext2" "Radio"
    	setcvar "g_obj_axistext3" "" 
    
    	setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga" 
    
    end
    here's my mod it has 4 0r 5 sp maps made into obj plus some other ffa/tdm stock maps. There is a bunch of other crap in it take what you want and leave the rest.
    Attached Files Attached Files
    Last edited by easymeat; August 17th, 2019 at 07:03 AM.

  7. #7

    Default

    A little off topic here, but has anyone figured out why the single player maps lag at the end of a round on objective mode?(not the end of the map)
    Last edited by STAY2THELEFT; August 18th, 2019 at 12:16 PM.

  8. #8

    Default

    I think is because of the conversion of the map to mp, on our FT server this happend on the beggining of the round.

  9. #9

    Default

    Not sure if that helps, but light entities inside the bsp could be overwritten with a hexeditor to add new entities into the bsp, before script is executed.

  10. #10

    Default

    Does the lag still occur if you play SP to MP maps locally or with one player? I'd be interested to find out why this is.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •