SSGM plug-in release; Base Defence [message #273794] |
Tue, 17 July 2007 05:24 |
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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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Much thanks to Whitedragon who made the linux version, his patience and help is un-measurable.
Anyone using the beta version of this should upgrade to this version. It is superior.
Promotional video:
http://www.mp-gaming.com/reborn/movies/rebBD.wmv
readme:
reborn's base defence plug-in readme
This is an SSGM plugin and thus requires SSGM to be installed on your server. Download and install SSGM from
http://black-cell.net/downloads/index.php?act=category&id=6 if you haven't done so already.
I would like to state from the beginning that all I did here was port some old Dragonade
code released by Vloktboky into a example plug-in created by whitedragon.
I fixed some bugs and improved it slightly, and added a couple more features.
But basically this is at it's core, just dragonade code slapped into a plug-in, with some minor tweaks.
This is how it works:
On maps without base defence GDI get two guard towers, and Nod get two turrets.
These are spawned by the server not a modified map.
If the defence gets killed then a little power up health icon appears near where the defence used to be.
If you are on the team that the defence belonged to, then you can walk over the power up
and it will take 100 credits away from you, these credits will be added to a "team base defence fund".
If you don't have 100 credits, it just takes what you have.
If it takes money from you then it will send you a private message thanking you for your donation,
and also tell you what the current fund pool is.
If you are not on the team that owned the defence and walk over the power up object,
then it will just respawn instantly doing nothing much at all.
When the "team defence pool" for that turret/tower reaches 2000 credits, then it will respawn the turret.
Just put "rebBD.dll" into your server directory along with "turretpositions.dat", and
put the modified "objects.gm" file into your data directory (the servers directory, not your client).
Then modify ssgm.ini to load the rebDB plugin by adding "rebBD" to the plugin list. Search for "[Plugins]".
If you enjoy this plug-in, of have any comments/suggestions, then please visit http://www.mp-gaming.com
reborn
WIN32 Download:
http://www.mp-gaming.com/reborn/coderelease/SSGM_2.0.1_Base_Defence_Plug-in_win3 2.zip
Linux Download:
http://www.mp-gaming.com/reborn/coderelease/SSGM_2.0.1_Base_Defence_Plug-in_linu x.zip
Will be added on game-maps shortly.
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Re: SSGM plug-in release; Base Defence [message #273816 is a reply to message #273794] |
Tue, 17 July 2007 08:19 |
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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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in SSGM.ini
Quote: |
; ObjectsFile=
;
; Specifies the extension of the objects file to load, overrides the loading of the normal objects.ddb file.
; The default setting is gm, which makes it load the objects.gm file.
; Like most settings this can be changed in the map specific section. So the server can load a different objects file
; for each map without needing to temp anything, a feature the game originally lacked.
; Do not change this unless you know what you're doing. Must be 1-3 characters.
; Set this to ddb if your server is running a stand alone or full conversion mod.
; Windows FDS only.
ObjectsFile=gm
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Re: SSGM plug-in release; Base Defence [message #274453 is a reply to message #273794] |
Fri, 20 July 2007 08:24 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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I think there is a script you need to remove or somthing to fix that? Or just attach a 'destroy self' script to the Nod_Turret_Destroyed preset.
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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[Updated on: Fri, 20 July 2007 08:25] Report message to a moderator
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Re: SSGM plug-in release; Base Defence [message #274526 is a reply to message #273794] |
Fri, 20 July 2007 13:18 |
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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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I will fix the win32 version so it doesn't leave the destroyed version behind. But I have not been able to contact WD about the linux version problem not being able to load an objects.gm file :-/
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Re: SSGM plug-in release; Base Defence [message #274554 is a reply to message #273794] |
Fri, 20 July 2007 16:01 |
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zunnie
Messages: 2959 Registered: September 2003 Location: Netherlands
Karma: 0
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General (2 Stars) |
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void MDB_SSGM_Base_Defense::Killed(GameObject *obj, GameObject *shooter) {
if (Settings->GameMode == 1) {
if (strstr(Commands->Get_Preset_Name(obj),"Nod_Turret_MP")) {
GameObject *DestroyedTurret = Commands->Create_Object("Nod_Turret_Destroyed",Commands->Get_Position(obj));
Commands->Set_Facing(DestroyedTurret,Commands->Get_Facing(obj));
}
if (Settings->LogBuildingKills) {
GameObject *Preset = GetExplosionObj();
if (!Preset) {
Preset = shooter;
}
FDSMessage(StrFormat("%s destroyed thanks to %ls (%s)",Translate_Preset(obj).c_str(),Get_Wide_Player_Name(shooter),Get_Preset_Info(Preset).c_str()),"_BUILDING");
}
}
}
To get rid of the destroyed turret just comment out (or remove):
/*if (strstr(Commands->Get_Preset_Name(obj),"Nod_Turret_MP")) {
GameObject *DestroyedTurret = Commands->Create_Object("Nod_Turret_Destroyed",Commands->Get_Position(obj));
Commands->Set_Facing(DestroyedTurret,Commands->Get_Facing(obj));
}*/
That should do it afaik O_o
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Re: SSGM plug-in release; Base Defence [message #274567 is a reply to message #273794] |
Fri, 20 July 2007 16:36 |
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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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Yeah, it wasn't a problem generated by the plug-in.
But I would prefer to wait for WD before releasing another win32 version so the linux version will be at the same level.
But thankyou =]
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Re: SSGM plug-in release; Base Defence [message #274602 is a reply to message #273794] |
Fri, 20 July 2007 19:44 |
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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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Fantastic, Whitedragon just told me there is actually a function that I can call to make the change to the object.
In other words, the next release will not need an objects file at all.
I still have no clue why the LFDS does not load the objects file, whether it is my plug-in or just the LFDS, I really know embarassingly little about linux. But whatever, next version will work for linux too and will not need an objects file.
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Re: SSGM plug-in release; Base Defence [message #274679 is a reply to message #273794] |
Sat, 21 July 2007 08:49 |
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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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OK, I have fixed the win32 version so it removes the second dead turret when you revive it. The plug-in was working fine, just as Zunnie pointed out, SSGM creates a dead turret too when one is killed.
I also used a function that WD pointed out to remove the need for the objects.gm file completely, so this is now removed.
I have sent a message to Whitedragon and asked if he might kindly created the linux version, which should mean that linux version will now work too and put put up for download soon.
The direct link for the new win32 version is:
http://www.mp-gaming.com/reborn/coderelease/SSGM_2.0.1_Base_Defence_Plug-in_win3 2.zip
However when Whitedragon (if he kindly agrees) has finished the linux build, then I will get both downloads on game-maps and post a link here.
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Re: SSGM plug-in release; Base Defence [message #274692 is a reply to message #273794] |
Sat, 21 July 2007 10:18 |
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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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It is hard coded to work on the westwood maps without base defence.
To add support for other maps you would have to edit the source code. But it is possible to add support for fan-maps too.
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Re: SSGM plug-in release; Base Defence [message #276062 is a reply to message #273794] |
Sun, 29 July 2007 14:53 |
JasonKnight
Messages: 117 Registered: September 2006
Karma: 0
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Recruit |
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Real quick, How did yo uget the X,Y,and Z cords for where to put the items, did you get them from LE when you places ne on the map?
just wondering because it would be cool to add in my own because on some maps you did not add GDI guard towers.
THX
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