Home » Renegade Discussions » Mod Forum » SSGM, previously SSAOW, Version 2.0
Re: SSGM, previously SSAOW, Version 2.0 [message #267682 is a reply to message #267637] |
Thu, 21 June 2007 02:25 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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so like what im trying to say is i only copy and paste everything i edit or the whole scripts including the
char *RandomGDIChar[14][2] =
{
{ "Officer", "CnC_GDI_MiniGunner_1Off" },
{ "Rocket Soldier", "CnC_GDI_RocketSoldier_1Off" },
{ "Sydney", "CnC_Sydney" },
{ "Deadeye", "CnC_GDI_MiniGunner_2SF" },
{ "Gunner", "CnC_GDI_RocketSoldier_2SF" },
{ "Patch", "CnC_GDI_Grenadier_2SF" },
{ "Havoc", "CnC_GDI_MiniGunner_3Boss" },
{ "Prototype Sydney", "CnC_Sydney_PowerSuit" },
{ "Mobius", "CnC_Ignatio_Mobius" },
{ "Hotwire", "CnC_GDI_Engineer_2SF" },
{ "GDI Mutant", "CnC_GDI_Mutant_0_Mutant" },
{ "GDI Acolyte", "CnC_GDI_Mutant_1Off_Acolyte" },
{ "GDI Templar", "CnC_GDI_Mutant_2SF_Templar" },
{ "Locke", "GDI_Brigadier_Locke" }
};
char *RandomNodChar[14][2] =
{
{ "Officer", "CnC_Nod_Minigunner_1Off" },
{ "Rocket Soldier", "CnC_Nod_RocketSoldier_1Off" },
{ "Chem Warrior", "CnC_Nod_FlameThrower_1Off" },
{ "Blackhand Sniper", "CnC_Nod_Minigunner_2SF" },
{ "Laser Chaingunner", "CnC_Nod_RocketSoldier_2SF" },
{ "Stealth Black Hand", "CnC_Nod_FlameThrower_2SF" },
{ "Sakura", "CnC_Nod_Minigunner_3Boss" },
{ "Raveshaw", "CnC_Nod_RocketSoldier_3Boss" },
{ "Mendoza", "CnC_Nod_FlameThrower_3Boss" },
{ "Technician", "CnC_Nod_Technician_0" },
{ "Nod Mutant", "CnC_Nod_Mutant_0_Mutant" },
{ "Nod Acolyte", "CnC_Nod_Mutant_1Off_Acolyte" },
{ "Nod Templar", "CnC_Nod_Mutant_2SF_Templar" },
{ "Kane", "Nod_Kane" }
};
}
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Re: SSGM, previously SSAOW, Version 2.0 [message #267683 is a reply to message #267637] |
Thu, 21 June 2007 02:31 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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Every part of MDB_SSGM_Crate and all the random vehicle and character arrays.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: SSGM, previously SSAOW, Version 2.0 [message #267685 is a reply to message #267637] |
Thu, 21 June 2007 02:52 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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so everything thats not another scripts then ok ill try it out 1)another thing how do i install these into a serv dir? i have the brenbot full installer i just overwrite the files?
2) some server side mods like picking up sbh suits requires the person to have the scripts now does this mean if those server side mods are installed in this type of server does that mean the client would have to have 3.4.1 scripts? or just the normal corepathes?
[Updated on: Thu, 21 June 2007 03:11] Report message to a moderator
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Re: SSGM, previously SSAOW, Version 2.0 [message #267734 is a reply to message #267729] |
Thu, 21 June 2007 08:12 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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joe937465 wrote on Thu, 21 June 2007 05:52 | so everything thats not another scripts then ok ill try it out 1)another thing how do i install these into a serv dir? i have the brenbot full installer i just overwrite the files?
2) some server side mods like picking up sbh suits requires the person to have the scripts now does this mean if those server side mods are installed in this type of server does that mean the client would have to have 3.4.1 scripts? or just the normal corepathes?
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1) Place objects.gm inside the data dir of your server. Place the new bhs.dll and scripts.dll in your server directory along with the shaders.dll, d3d8.dll and d3dx9_30.dll. In your case you will need to just change your old objects.aow into objects.gm.
2) Just the core patch, the bhs call was put in the clients scripts.dll a long time ago =]
NFHAVOC wrote on Thu, 21 June 2007 07:23 | will i be able to modify the credits and points a player receives when they pickup, steal, return, or capture the flag
i have a crazyctf server and instead of it just being a make shift sniper game i modifyed the points of those so they go after the flag not just kill each other
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Yes, you will be able to modify that. Infact it is now softcoded into ssgm.ini under "CapturePoints=" so it is as easy as opening the ini file and changing the points value instead of the code itself. Very handy indeed.
Sn1per74(2) wrote on Thu, 21 June 2007 10:49 | I'm guessing we're supposed to delete objects.aow?
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No, just rename your objects.aow file to objects.gm instead if you have a modified objects file based on ssaow 1.5.
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Re: SSGM, previously SSAOW, Version 2.0 [message #267867 is a reply to message #267637] |
Thu, 21 June 2007 15:43 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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To add new flag positions to an SP map you need to make a section for that map in ssgm.ini, [M01.mix] for example. Then add a new class for the flag under that. It would look like:
[M01.mix]
CTF_C##_Name=name here
CTF_C##_CaptureLimit=5
CTF_C##_Enabled=1
CTF_C##_Reverse=0
CTF_C##_Team1_X=
CTF_C##_Team1_Y=
CTF_C##_Team1_Z=
CTF_C##_Team0_X=
CTF_C##_Team0_Y=
CTF_C##_Team0_Z=
## being the number of the class, starting from 01.
To make a map use a different game mode just add "GameMode=#" to that map in the map specific section.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
[Updated on: Thu, 21 June 2007 15:44] Report message to a moderator
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Re: SSGM, previously SSAOW, Version 2.0 [message #267901 is a reply to message #267637] |
Thu, 21 June 2007 18:03 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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so this new ss thing its like the new ssaow then is this like a major update? like omg i got to get this now! or is it ok to not have to run it because for server what severs better should be there but if its not that big of a change then ya...
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Re: SSGM, previously SSAOW, Version 2.0 [message #267902 is a reply to message #267637] |
Thu, 21 June 2007 18:10 |
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AoBfrost
Messages: 1248 Registered: March 2007
Karma: 0
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General (1 Star) |
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I tried this a few months ago when it was still in beta, some multi game/ladder clan site had renegade files, i found ssgm 2.0 beta in there and wanted to try it, after trying the beta, my server crashed and never worked again until I reinstalled, now this seems interesting, if this new one works normal, I will soooo use this cause it has alot more than ssaow did.
Scrin wrote on Fri, 05 October 2007 12:19 | ''whoa im the photoshop''
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KANE LIVES!!!
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Re: SSGM, previously SSAOW, Version 2.0 [message #267974 is a reply to message #267901] |
Fri, 22 June 2007 00:46 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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joe937465 wrote on Thu, 21 June 2007 21:03 | so this new ss thing its like the new ssaow then is this like a major update? like omg i got to get this now! or is it ok to not have to run it because for server what severs better should be there but if its not that big of a change then ya...
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It's like "omg i got to get this now!". It really is the way foward with regards to sharing mods and code.
Say your ssaow1.5 mod, if i wanted that in my ssaow 1.5 mod then I would have to port the code over to my version to make it work.
However if you put you mod in a plugin then I could simply declare that plugin in the ssgm.ini file and have it working in a matter of seconds.
It will encourage people to share and make it easier to have teams of modders all working on the same mod, but as separate plugins rather then all working from the same source code.
Hopefully there will be a page in a few months time filled with plugin downloads for ssgm, this is when you will wish your server is running it as you can try out cool new mods and console commands etc etc very easily as it is so portable.
I for one will deffinately be making a point of releasing as many plugins as I can. I dare say someone will be really clever and take that old source code of xphaze and vamp it up, then make a bot regulator plugin for it too. That would be nice...
I can deffinately see someone making a regulator plugin anyway.. That alone will be worth using ssgm.
The only bad point I can think of for it is that it doesn't load the aow mod itself as a plugin, you have no choice but to run the aow mod part of it. However this doesn't bother me personnaly as I love the aow mod part anyway, and if you don't then you can disable most of it via the ini file anyway.
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Re: SSGM, previously SSAOW, Version 2.0 [message #268050 is a reply to message #267637] |
Fri, 22 June 2007 05:10 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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Yeah, when it comes to scripts.dll-based regulators at the moment, nothing useful has been released (the XpHaze bot I have heard about is unfinished, and BI won't be able to release theirs for a while). I will talk to StealthEye about getting a basic regulator-in-a-SSGM-plugin going to tide the Renegade community over 'til BI gets their bot untangled from their SS modification.
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
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