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28th December, 2010, 03:52 PM
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Godlike
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Join Date: Sep 2008
Location: Germany
Posts: 488
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BTCheckPoints
Introduction:
BT Players know that: You play an awesome BT map (which you don't know), but unfortunately you don't
make it to the end because you die. That's very frustrating!
BTCheckPoints allows all BT players out there to set a 'Checkpoint' on which they will respawn
after they die! Sounds cool, doesn't it?
From now on, you are able to discover BTMaps safely, without making thoughts about hidden crushers or
anything that could move you back to your startspot! On top of that, this mutator is also a great help
for rushers or for 'normal' players to get some practise on a map or on a specific obstacle!
Ofcourse, BTCheckpoints comes with a build-in laming preventer:
After respawning at a Checkpoint, players are not able to cap. They have to do a run FROM THE BEGINNING
on their own.
This mutator comes with a cooperating mode for BTPlusPlus to optimize its features. For that mode
to work, servers need at least version BTPlusPlus097r4, I recommend version 098 or higher.
In addition, BTCheckpoints also comes with a Nexgen cooperating mode, so that the player messages
will be automatically colored (if Nexgen HUD is enabled)!
Admins can choose between many config options, like the CP outward appearance or usefull HUD information for players.
Have a look at the 'Settings' paragraph in the Readme to know more about them.
Main features:
Code:
- Ability for each player to set a checkpoint where he will respawn after dying
- CapturePreventer: Players won't be able to capture after respawning at their Checkpoint
- Cooperative mode for Nexgen and BTPlusPlus
- Checkpoint outward appearance can be changed between player-ghost or a colored marking on the ground
- Messages on the HUD including usefull information for each player.
- Many settings to minimalize possible bugs
- Source Code is included
NOTE
BTCheckPoints is open source. This way I hope I can help scripters, who just started their Uscript career to get into it. Feel free to view and use parts of the code!
Also note that BTCheckPoints only comes with COOPERATING modes. No other mods are required for this mutator to work!
Credits
- i4Games and their private mutator for giving me the inspiration.
At this point I would like to make it very clear to avoid future fights:
BTCheckPoints has been totally created from scratch. No code has been viewed / copied / used as a base.
- The FBT community for BETA testing, bug reports and feedback
- Rush, for parts of his HUD code in BTPlusPlus so both mutators harmonize well
How to use the mutator in-game
Quote:
Here's a user guide how to use the mutator ingame (don't worry, you only have to remember 2 commands):
For SETTING a checkpoint, players can either enter
'mutate checkpoint'
in their console (how impractical, but good for keybinds)
OR
they can simply SAY: '!cp'
For REMOVING a checkpoint, the command
"mutate nocheckpoint"
will do the trick,
OR
Saying: '!nocp'
Bind:
If you are interested in binding a key for setting a checkpoint, enter this into your UT console:
'set input 'key' mutate checkpoint'
and
'set input 'key' mutate nocheckpoint'
where 'key' is your specific key you want to use.
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For more info how to install and configurate the mutator, have a look into the Readme!
Download
HERE
Have Fun!
Sp0ngeb0b
Last edited by Sp0ngeb0b : 28th December, 2010 at 03:54 PM.
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28th December, 2010, 04:27 PM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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Looks awesome. Thanks.
There are any servers where I can test it?
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28th December, 2010, 04:38 PM
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Godlike
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Join Date: Sep 2008
Location: Germany
Posts: 488
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FBT is running the latest BETA
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28th December, 2010, 04:53 PM
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Rampage
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Join Date: Mar 2007
Posts: 71
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This is more of the mapper's fault, but you can still cap/rec after using CP on some maps.. Maps that have the flags close together it is very easy to do.. BT-DeadSimple-v2, BT-EasybutHARD_dbl, BT-TTF-8_fix2, BT-Speedy are just a few that it's happened on already, while testing this for 15 minutes. Under 1 second recs on all maps.. Can you make an option to kill players when they grab the flag or something? :X
The teleport effect (at the actual playerstart) is annoying to see/hear also with a lot of players. Maybe you've already tried removing that, I don't know. Worth looking into.
Otherwise, ok so far.
[BTCheckPoints.BTCheckPoints]
bEnabled=True
bSearchForNexgen=False
bSearchForBTpp=False / True still allows sub 1 second recs.
bDisallowCaps=True
bRemoveCPAfterCap=True
iCPDelay=5
iCPType=0
bAllowInAir=False
bAllowInWater=False
bAllowInWrongZone=False
bAllowOnMovers=False
bAllowOnTeleporters=False
bShowCPOwners=False
bShowCPStatus=False
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28th December, 2010, 04:58 PM
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Rampage
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Join Date: Mar 2007
Posts: 71
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Also, bRemoveCPAfterCap=True isn't working with BunnyTrackGame. Tried it on several servers.
Last edited by kLeptO* : 28th December, 2010 at 05:01 PM.
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28th December, 2010, 06:38 PM
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Holy Shit!!
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Join Date: Jan 2006
Posts: 676
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sweet adding this to my BT server naooooooo
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28th December, 2010, 07:39 PM
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Godlike
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Join Date: Sep 2008
Location: Germany
Posts: 488
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Quote:
Originally Posted by kLeptO*
Also, bRemoveCPAfterCap=True isn't working with BunnyTrackGame. Tried it on several servers.
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What Bunnytrack gametype / mutator are you running?
Quote:
Originally Posted by kLeptO*
This is more of the mapper's fault, but you can still cap/rec after using CP on some maps.. Maps that have the flags close together it is very easy to do.. BT-DeadSimple-v2, BT-EasybutHARD_dbl, BT-TTF-8_fix2, BT-Speedy are just a few that it's happened on already, while testing this for 15 minutes. Under 1 second recs on all maps.. Can you make an option to kill players when they grab the flag or something? :X
The teleport effect (at the actual playerstart) is annoying to see/hear also with a lot of players. Maybe you've already tried removing that, I don't know. Worth looking into.
Otherwise, ok so far.
[BTCheckPoints.BTCheckPoints]
bEnabled=True
bSearchForNexgen=False
bSearchForBTpp=False / True still allows sub 1 second recs.
bDisallowCaps=True
bRemoveCPAfterCap=True
iCPDelay=5
iCPType=0
bAllowInAir=False
bAllowInWater=False
bAllowInWrongZone=False
bAllowOnMovers=False
bAllowOnTeleporters=False
bShowCPOwners=False
bShowCPStatus=False
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I'm sorry, but as you said, it's the mapper's fault. The build-in capture preventer checks every tick whether a player has the flag and if he has used his checkpoint. If yes, the flag will be send home. Now, when the flags are to close to each other, the capture will be performed before the next tick, therefore it's not possible to prevent the capture.
BTPlusPlus has a special feature which will prevent the player from picking up the flag. I've used that feature and the bug shouldn't occur, but ONLY if the server is running BTPlusPlusv098 or higher. That was the best solution I could think of, the others would be way to much work.
This could sound hard, but I would say you should either live with the 0:01 sec caps or remove the map.
The teleporter effect at the startspot can't be fixed, it's included in the engine.
Last edited by Sp0ngeb0b : 28th December, 2010 at 07:42 PM.
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28th December, 2010, 07:55 PM
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Killing Spree
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Join Date: Dec 2010
Posts: 28
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Quote:
Originally Posted by Sp0ngeb0b
What Bunnytrack gametype / mutator are you running?
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Any server with BunnyTrack/BunnyTrack2 as gametype rather than CTFGame it will not work. FBT servers use CTFGame (CTF-BT-Mapnames) while BnT's server uses BunnyTrack2/BunnyTrackGame (BT-Mapnames).
Quote:
Originally Posted by Sp0ngeb0b
The teleporter effect at the startspot can't be fixed, it's included in the engine.
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Medic managed to remove that on i4Games. Not exactly sure how, though.
What part of BT++ code exactly is used to not allow grabbing at all? Does it have anything to do with multiflags?
Last edited by Niko : 28th December, 2010 at 08:00 PM.
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28th December, 2010, 07:55 PM
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Rampage
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Join Date: Mar 2007
Posts: 71
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Quote:
Originally Posted by Sp0ngeb0b
What Bunnytrack gametype / mutator are you running?
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mutator, BunnyTrack2.BunnyTrackGame
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28th December, 2010, 09:00 PM
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Godlike
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Join Date: Sep 2008
Location: Germany
Posts: 488
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Quote:
Originally Posted by Niko
Any server with BunnyTrack/BunnyTrack2 as gametype rather than CTFGame it will not work. FBT servers use CTFGame (CTF-BT-Mapnames) while BnT's server uses BunnyTrack2/BunnyTrackGame (BT-Mapnames).
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Ah yeah, then that gametype uses different message classes to announce a capture. Maybe I will adress this in future versions.
Quote:
Originally Posted by Niko
Medic managed to remove that on i4Games. Not exactly sure how, though.
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Nope, he didn't. It's also there.
Quote:
Originally Posted by Niko
What part of BT++ code exactly is used to not allow grabbing at all? Does it have anything to do with multiflags?
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BT++ uses their own 'flag-copies'. When a player was boosted / trying multi-cap, his AttitudeToPlayer will be set to ATTITUDE_Follow. The flag copies only allow to be picked up if the attitude is not set to follow.
Now, I could do the same trick with this mutator. But honestly, it's not worth it. It can cause further compatiblity problems and so on. I would simply remove the map, there are so many out there, and it was the mappers fault.
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28th December, 2010, 09:08 PM
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Killing Spree
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Join Date: Dec 2010
Posts: 28
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Quote:
Originally Posted by Sp0ngeb0b
Nope, he didn't. It's also there.
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Nah, on i4Games it only plays the TeleEffect on where you spawn, if you set a CP it only plays there and not in spawn room.
Quote:
Originally Posted by Sp0ngeb0b
Ah yeah, then that gametype uses different message classes to announce a capture. Maybe I will adress this in future versions.
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I checked that but I can't recall seeing it using any other message classes? :s
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28th December, 2010, 09:14 PM
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Godlike
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Join Date: Sep 2008
Location: Germany
Posts: 488
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Quote:
Originally Posted by Niko
Nah, on i4Games it only plays the TeleEffect on where you spawn, if you set a CP it only plays there and not in spawn room.
I checked that but I can't recall seeing it using any other message classes? :s
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Okay, Medic indeed fixed that. I'm gonna look into it.
Yeah, BunnyTrack2 uses it's own message class (BunnyTrackMessage), and therefore BTCheckPoints is unable to detect the capture. I will adress that.
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28th December, 2010, 09:35 PM
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Killing Spree
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Join Date: Dec 2010
Posts: 28
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Quote:
Originally Posted by Sp0ngeb0b
Okay, Medic indeed fixed that. I'm gonna look into it.
Yeah, BunnyTrack2 uses it's own message class (BunnyTrackMessage), and therefore BTCheckPoints is unable to detect the capture. I will adress that.
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Ah, I noticed that when I just checked, didn't realize that file was there.
Alright, would be much appreciated!
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28th December, 2010, 10:29 PM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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I am building up a bt server soon and this would be a welcome addition indeed.
I will be using the ctf-gametype as of opposed to the Bunnytrack one.
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29th December, 2010, 12:28 AM
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Godlike
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Join Date: Aug 2010
Location: Brazil
Posts: 371
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Big Thanx
__________________
Brazilian Server:
ip server 1.utbr.org:2017
ip server 1.utbr.org:2222
ip server 1.utbr.org:8888
ip server 1.utbr.org:5555
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29th December, 2010, 04:40 AM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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excellent mod , thank you very much!.
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29th December, 2010, 07:53 AM
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Killing Spree
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Join Date: Jan 2009
Location: Sweden
Posts: 34
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Im runing whid CTFGame (CTF-BT-) and its working good
__________________
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29th December, 2010, 05:47 PM
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Holy Shit!!
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Join Date: Jan 2006
Posts: 676
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Quote:
Originally Posted by iloveut99
Looks awesome. Thanks.
There are any servers where I can test it?
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mine as well
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29th December, 2010, 08:12 PM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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I'm playing in FBT servers right now but thanks.
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29th December, 2010, 10:35 PM
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Holy Shit!!
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Join Date: Jan 2006
Posts: 676
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no problem here Enjoy
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