Home » Renegade Discussions » Mod Forum » Server Side Hunt The Player
Server Side Hunt The Player [message #313512] |
Fri, 25 January 2008 04:30 |
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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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Many battles have been fought since Havok first waged his personal war against the Brotherhood. New ways of fighting have been devised deep inside Kane's most sacred temple.
A tiberian based mutagentic pathogen that threatens to kill the world has accidently been released!
Quarrels have been set aside, blood oaths have been ignored and a treaty has been drawn, for now at least there is peace amongst GDI and Nod. The threat is set to go global and as such both factions are working together to contain the deadly virus.
You must collect vital DNA clues from the dead bodies of the infected hosts to ensure the continuation of life on Earth.
Collecting the DNA is hazardous, it will ensure your own demise, but it will also mean humanity is one step closer to salvation.
http://www.game-maps.net/staff/reborn/htp.wmv
Clients:
The game mode selects one player at the start of the map to become the infected player. This player gains points for every second he stays alive. This is the only way to gain points and therefore for him to win the game.
Everyone is able to kill eachother, but you aim is to track the infected player and become infected yourself. Players with scripts.dll installed will have the the infected player or the dropped DNA strand shown on there radar.
Server Owners:
The game mode supports the following maps: C&C_Volcano, C&C_Islands, C&C_Complex, C&C_Mesa, C&C_Canyon, C&C_Under, m01, m03, m05, m07, m02, m06 and m08.
Map names are case sensitive in svrcfg_cnc.ini, so don't screw that up or it will not work properly.
MapName00=C&C_Volcano.mix
MapName01=C&C_Islands.mix
MapName02=C&C_Complex.mix
MapName03=C&C_Mesa.mix
MapName04=C&C_Canyon.mix
MapName05=C&C_Field.mix
MapName06=C&C_Under.mix
MapName07=M01.mix
MapName08=M03.mix
MapName09=M05.mix
MapName10=M07.mix
MapName11=M02.mix
MapName12=M06.mix
MapName13=M08.mix
The mode is based on SSGM, so any regulator that works for SSGM should also work on this.
You will need to set up an SSGM server, then replace the scripts.dll file with this one:
http://www.game-maps.net/staff/reborn/htpwin32.zip
You will need to patch your server.dat with this tool:
http://www.game-maps.net/index.php?action=file&id=458
You will need to edit your ssgm.ini file to make buildings invincible:
InvincibleBuildings=1
You will also need to change the radar mode in svrcfg_cnc.ini to read this:
RadarMode=2
Soldier spawn positions are now set by the servers scripts.dll, your level edit spawn positions for soldier will no longer be used.
All base defence, including mini guard towers and turrets are impossible to use.
Developers:
Source code is available in the download here:
http://www.game-maps.net/staff/reborn/htpsource.zip
The radar code is especially crappy, I was trying to find a nice way to make new players have the radar blip set for them, but attaching a timer to the object, updating the radar for the team every few seconds worked at the time and ended up staying. If anyone wants to re-write it to make it better then I am open to suggestions.
Also, if someone would like to spawn random power-up's and weapons over the map via the .dll then I would happily include that too. I just thought it was time to release a stable playable build. I do expect to release another version in time.
Anyone who does develop the mode is encouraged to share there work.
Also, anyone who wishes to get more spawn locations for the rest of the maps is encouraged to do so.
Special thanks goes out to (in no particular order) StealthEye, WhiteDragon, Vloktboky, Bololo and Roshambo.
[Updated on: Mon, 04 February 2008 17:07] Report message to a moderator
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Re: Server Side Hunt The Player [message #313517 is a reply to message #313512] |
Fri, 25 January 2008 04:39 |
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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 havn't played halo, I don't really know capture the skull.
It's a bit like KoTH I guess. Basically you hunt down the infected player to become infected yourself. Once infected you get a points trickle for your players life duration.
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Re: Server Side Hunt The Player [message #313597 is a reply to message #313512] |
Fri, 25 January 2008 12:06 |
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Does the infected player get regenerating health or a better gun? Are they any different from normal players?
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: Server Side Hunt The Player [message #313601 is a reply to message #313597] |
Fri, 25 January 2008 13:04 |
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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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JeepRubi wrote on Fri, 25 January 2008 14:06 | Does the infected player get regenerating health or a better gun? Are they any different from normal players?
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Yes, depending on how many people are in the server at the time...
If there is 3 people in the server then they get a laser rifle, if there's 4 people they get a tiberium flechette gun. I can't remember the specifics as i'm at work atm, but I think it starts at about 5 players for the health regen to kick in.
If it's 1v1 the a volt rifle proved too over powering, couple with health regen. So I decided to base the power-up's dynamically based on player count.
[Updated on: Fri, 25 January 2008 13:05] Report message to a moderator
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Re: Server Side Hunt The Player [message #313638 is a reply to message #313601] |
Fri, 25 January 2008 14:15 |
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reborn wrote on Fri, 25 January 2008 14:04 |
JeepRubi wrote on Fri, 25 January 2008 14:06 | Does the infected player get regenerating health or a better gun? Are they any different from normal players?
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Yes, depending on how many people are in the server at the time...
If there is 3 people in the server then they get a laser rifle, if there's 4 people they get a tiberium flechette gun. I can't remember the specifics as i'm at work atm, but I think it starts at about 5 players for the health regen to kick in.
If it's 1v1 the a volt rifle proved too over powering, couple with health regen. So I decided to base the power-up's dynamically based on player count.
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Whoa, that's a great idea. Can't wait to play this. Is there any server that's planning on hosting this?
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: Server Side Hunt The Player [message #313644 is a reply to message #313512] |
Fri, 25 January 2008 14:41 |
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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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Expert was host one when the alpha was released privately to the server owners. There details where:
Quote: | The server channel is #mt0wn3 on irc.mtown-zone.com
The host name is a0000000w and the name of the server is "Hunt The Player Mod ::mt0wn.com".
And there website is www.mt0wn.com
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I don't know if he still has it up, or if he has upgraded the server to this release or not.
I might host it myself and see if there is any interest.
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Re: Server Side Hunt The Player [message #313995 is a reply to message #313644] |
Sun, 27 January 2008 03:39 |
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wittebolx
Messages: 332 Registered: May 2007 Location: the netherlands
Karma: 0
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Recruit |
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reborn wrote on Fri, 25 January 2008 22:41 | Expert was host one when the alpha was released privately to the server owners. There details where:
Quote: | The server channel is #mt0wn3 on irc.mtown-zone.com
The host name is a0000000w and the name of the server is "Hunt The Player Mod ::mt0wn.com".
And there website is www.mt0wn.com
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I don't know if he still has it up, or if he has upgraded the server to this release or not.
I might host it myself and see if there is any interest.
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The host name is a000000ah and the name of the server is "[WGC]Hunt The Player Mode ".
And there website is www.wittebolx.com
And there irc is irc.wittebolx.com
just to let you know, im still hosting HTPM (32 slots)
http://www.wittebolx.com
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Re: Server Side Hunt The Player [message #314012 is a reply to message #313995] |
Sun, 27 January 2008 06:23 |
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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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wittebolx wrote on Sun, 27 January 2008 05:39 |
reborn wrote on Fri, 25 January 2008 22:41 | Expert was host one when the alpha was released privately to the server owners. There details where:
Quote: | The server channel is #mt0wn3 on irc.mtown-zone.com
The host name is a0000000w and the name of the server is "Hunt The Player Mod ::mt0wn.com".
And there website is www.mt0wn.com
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I don't know if he still has it up, or if he has upgraded the server to this release or not.
I might host it myself and see if there is any interest.
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The host name is a000000ah and the name of the server is "[WGC]Hunt The Player Mode ".
And there website is www.wittebolx.com
And there irc is irc.wittebolx.com
just to let you know, im still hosting HTPM (32 slots)
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You havn't changed the map rotation to the supported only maps.
I tried to join and it was on Hourglass.
[Updated on: Sun, 27 January 2008 11:05] Report message to a moderator
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Re: Server Side Hunt The Player [message #314230 is a reply to message #314224] |
Mon, 28 January 2008 04:27 |
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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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cmatt42 wrote on Mon, 28 January 2008 05:53 | What's the incentive for the mutant(s) to infect others if they're the only ones getting points? I would just walk around in circles. Besides, why would you want to be infected? I don't get it.
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You don't go around infecting people. There is only ever one infected person at any one time.
When you're the Zombie/infected you get a points trickle, your aim is to stay alive.
The only way to win the map really is to get infected and stay alive as long as possible.
The story behind it was just a bit of cnc fan fiction fun...
The aim for the pther players is to kill the infected dude and become infected themselves by picking up the DNA object that they leave behind when they die.
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Re: Server Side Hunt The Player [message #314314 is a reply to message #313512] |
Mon, 28 January 2008 14:20 |
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wittebolx
Messages: 332 Registered: May 2007 Location: the netherlands
Karma: 0
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to Reborn:
in the gmmain.cpp i found this:
else if (strstr(CurrMap,"C&C_Under")) {
needs to be:
else if (strstr(Data->CurrMap,"C&C_Under")) {
also some f; where missing.
and i was trying to edit the code below but i couldnt get it to work..
can you give a clean example for lets say:
3 random characters with some extra weapons
and a way to enable the credit rate?
thx for the help.
Ps. i love this Mode
/////////////////////////////////////////////////////////////////////////////
// This line of code ensures that the player uses the hard-coded spawn points,
// as the nuetral team does not have any apart from 0,0,0
RequestSpawn(obj);
/////////////////////////////////////////////////////////////////////////////
// This code here ensures a random number is drawn between 1 and 100
//int Rnd = Commands->Get_Random_Int(1,100);
/////////////////////////////////////////////////////////////////////////////
// declare and initialise Index as 0, Index will be the number used to choose a model from the model array
//int Index = 0;
/////////////////////////////////////////////////////////////////////////////
// code to get a random number for Index
// I used this method because I may wish to increase or decrease channces of specific models
// something I would not of been able to do if I kept it to just Get_Random_Int
// if (Rnd <= 10) Index = 2;
// else if (Rnd<=20) Index = 1;
// else if (Rnd<=30) Index = 0;
/////////////////////////////////////////////////////////////////////////////
// This code sets the model of the player, using Index as the random number
// but using the array of models made earlier for it's list
//Change_Character(obj,RandomSpawnCharacter[Index][0]);
//Commands->Set_Model(obj,RandomSpawnCharacter[Index][0]);
////////////////////////////////////////////////////////////////////////////
http://www.wittebolx.com
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Re: Server Side Hunt The Player [message #314319 is a reply to message #314314] |
Mon, 28 January 2008 14:53 |
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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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wittebolx wrote on Mon, 28 January 2008 16:20 | to Reborn:
in the gmmain.cpp i found this:
else if (strstr(CurrMap,"C&C_Under")) {
needs to be:
else if (strstr(Data->CurrMap,"C&C_Under")) {
also some f; where missing.
and i was trying to edit the code below but i couldnt get it to work..
can you give a clean example for lets say:
3 random characters with some extra weapons
and a way to enable the credit rate?
thx for the help.
Ps. i love this Mode
/////////////////////////////////////////////////////////////////////////////
// This line of code ensures that the player uses the hard-coded spawn points,
// as the nuetral team does not have any apart from 0,0,0
RequestSpawn(obj);
/////////////////////////////////////////////////////////////////////////////
// This code here ensures a random number is drawn between 1 and 100
//int Rnd = Commands->Get_Random_Int(1,100);
/////////////////////////////////////////////////////////////////////////////
// declare and initialise Index as 0, Index will be the number used to choose a model from the model array
//int Index = 0;
/////////////////////////////////////////////////////////////////////////////
// code to get a random number for Index
// I used this method because I may wish to increase or decrease channces of specific models
// something I would not of been able to do if I kept it to just Get_Random_Int
// if (Rnd <= 10) Index = 2;
// else if (Rnd<=20) Index = 1;
// else if (Rnd<=30) Index = 0;
/////////////////////////////////////////////////////////////////////////////
// This code sets the model of the player, using Index as the random number
// but using the array of models made earlier for it's list
//Change_Character(obj,RandomSpawnCharacter[Index][0]);
//Commands->Set_Model(obj,RandomSpawnCharacter[Index][0]);
////////////////////////////////////////////////////////////////////////////
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Thanks, I forgot about Under... I will change it and re-release it.
That code used to be a bigger array with character models, and I merely set there models. However it was proved to me that clients without scripts.dll saw the models in the "jesus" position (arms out straight like on a cross), so I stopped using it. I did briefly look into changing there characters entirely, however as there is no preset teamed to -1 by default I decided not to bother, so as to let people use existing objects.ddb mods they may have already (note there is no objects.ddb file released with the mod as it actually doesn't change anything using this file).
If you chnaged the character to a preset that was not teamed -1 then it would merely re-sapwn them until it came across a preset that was -1. If you didn't have a preset that was -1 in the array they would constantly loop in this manor (happened to me, lol ).
The code actually works (if you change the presets via the objects file to -1 )perhaps setting there team immediately might works also, but I doubt it)) All you have to do is amend the random character array in gmmain.cpp and un-comment the code.
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Re: Server Side Hunt The Player [message #314396 is a reply to message #313512] |
Tue, 29 January 2008 06:28 |
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wittebolx
Messages: 332 Registered: May 2007 Location: the netherlands
Karma: 0
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can i get the source yoiu used with the first release?
i really loved the random characters when you spawn.
now its just soldiers.
reason im asking this is because i think its more fun when you add all the existiing PT characters in the game to hunt the player rather then a plain soldier.
so if you would share the random character (set model) script u used in the first release i would appreciate it.
and regarding the Jesus position, many players that play on my server already updated their scripts.dll because i have many things in the serv that require it
http://www.wittebolx.com
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Re: Server Side Hunt The Player [message #314398 is a reply to message #314396] |
Tue, 29 January 2008 06:57 |
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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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Zion Fox wrote on Mon, 28 January 2008 06:02 |
Other than that, it looks like a great idea.
I think something like Zombie mod for CS:S or Gmod would go great in Renegade, you run around fast and melee attack players to change their team to mutants. The 'human' of course have weapons with great push power and and unlimited ammo, and mutants have large ammounts of health which do replenish, however will kill them if it reaches 0.
This would be a fun game mode.
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I am working on something similar to this for my next release.
wittebolx wrote on Tue, 29 January 2008 08:28 | can i get the source yoiu used with the first release?
i really loved the random characters when you spawn.
now its just soldiers.
reason im asking this is because i think its more fun when you add all the existiing PT characters in the game to hunt the player rather then a plain soldier.
so if you would share the random character (set model) script u used in the first release i would appreciate it.
and regarding the Jesus position, many players that play on my server already updated their scripts.dll because i have many things in the serv that require it
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I don't have it, I merely updated this source.
I will recreate the array and make the changes in code for you, however people without scripts.dll updated on there client will most likely see that Jesus position crap. So I won't release it as an update, just something private for you.
I'll add comments to the array so you understand how to change it and update it for your own models...
You're getting allot better though, you should perhaps try and add some power-up spawner logic to the mode. That's something I wanted to do, but people can edit the maps themselves watching the tutorials on renhelp, so I decided my time was better spent elsewhere...
It's something you might consider to do and post it here. It's better to do it via the .dll rather then .lsd/.ldd files.
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Re: Server Side Hunt The Player [message #314412 is a reply to message #313512] |
Tue, 29 January 2008 09:22 |
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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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Change the RandomSpawnCharacter array to model names instead of preset names, like this:
// Note that I havn't included the .w3d file extension
char *RandomSpawnCharacter[3][1] = {
{ "trike" },
{ "clown" },
{ "dino" },
};
Change the MDB_SSGM_Player::Created part of your code to look like this:
(comments have been added for you to follow)
void MDB_SSGM_Player::Created(GameObject *obj) {
/////////////////////////////////////////////////////////////////////////////
// This line of code ensures that the player uses the hard-coded spawn points,
// as the nuetral team does not have any apart from 0,0,0
RequestSpawn(obj);
/////////////////////////////////////////////////////////////////////////////
// This code here ensures a random number is drawn between 1 and 100
int Rnd = Commands->Get_Random_Int(1,100);
/////////////////////////////////////////////////////////////////////////////
// declare and initialise Index as 0, Index will be the number used to choose a model from the model array
int Index = 0;
/////////////////////////////////////////////////////////////////////////////
// code to get a random number for Index
//This code here basically changes the chances of the model your character gets set to
//Instead of drawing a random number between one and three (meaning you would have an equal chance of getting any model)
//This code makes sure the greatest chance is of getting Index 1, followed by Index 0, then Index 2.
if (Rnd <= 10) Index = 2;
else if (Rnd<=60) Index = 1;
else if (Rnd<=80) Index = 0;
/////////////////////////////////////////////////////////////////////////////
// This code sets the model of the player, using Index as the random number
// but using the array of models made earlier for it's list
//Commands->Set_Model(obj,RandomSpawnCharacter[Index][0]);
////////////////////////////////////////////////////////////////////////////
if (Settings->ForceTeam != -1) {
if (Commands->Get_Player_Type(obj) != Settings->ForceTeam) {
Change_Team(obj,Settings->ForceTeam);
return;
}
}
//etc etc etc
Also please note, the download has now changed to include support for CnC_Under.mix.
[Updated on: Tue, 29 January 2008 09:24] Report message to a moderator
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