Author Topic: Mapscripts for Tremulous?  (Read 5215 times)

==Troy==

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Mapscripts for Tremulous?
« on: August 29, 2007, 08:56:32 pm »
This is really-really new to me. I have finally came to the part of writing a mapscript for the map and...... I did not find any possible way to do that! I cannot target to a script or have any interaction of triggers inside the map with the mapscript. I am now not even sure if it is possible to use mapscripts in Tremulous (I thought it was possible to as a default).

Can someone please clarify this? And if it is possible, is there any alternative to target_script_trigger?

Survivor

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Mapscripts for Tremulous?
« Reply #1 on: August 29, 2007, 09:06:13 pm »
Remember when I said semi-possible? Well this is part of the impossible section of that statement.
Trem currently has no mapscripts, and what they have planned for 1.2 isn't being released officialy beforehand but no such information has come to me in other ways either.
I’m busy. I’ll ignore you later.

==Troy==

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Mapscripts for Tremulous?
« Reply #2 on: August 29, 2007, 09:10:39 pm »
You could have said that a little bit earlier and more defined :) But thank you anyway.


(big loud DAMMIT)


Will hope to see that soon. Well, will have to play with relays now.

Survivor

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Mapscripts for Tremulous?
« Reply #3 on: August 29, 2007, 09:14:32 pm »
Quote from: "==Troy=="
You could have said that a little bit earlier and more defined :) But thank you anyway.


(big loud DAMMIT)


Will hope to see that soon. Well, will have to play with relays now.


Quote from: "==Troy=="

The script file for the map can force server timelimits, SD limits and stage threshholds.


Quote from: "Survivor"
You cannot force time limits or sd limits on server ops in the normal way and they can only be singulary enforced upwards currently through maptweaks. No 1.2 changes are known to me that change this.
I’m busy. I’ll ignore you later.

==Troy==

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Mapscripts for Tremulous?
« Reply #4 on: August 29, 2007, 09:18:34 pm »
There is no

"Mapscripts are not possible to be used for Tremulous"


Also, is there any limit on number of the relays you use?

Survivor

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Mapscripts for Tremulous?
« Reply #5 on: August 29, 2007, 09:25:21 pm »
Shall I give every new member that enters a reading comprehension test?
I answered the specific issue as i usually do with most new members, which was you wanting to impose limits on those subjects. We can go into the semantic side of the discussion but let's just leave it be since nothing is to be gained. If you require information you can try searching the mapping wiki, the mapping forum. You can request more specific help if you cannot find it in these areas in this topic
I’m busy. I’ll ignore you later.

==Troy==

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Mapscripts for Tremulous?
« Reply #6 on: August 29, 2007, 09:30:22 pm »
Well, my last question was not a serious one, (which I am in no need to be given an aswer for) :wink:

As for the rest. I do have experience with searching. And the problem is, for the most of the times mapscripts are not mesioned, rather than stated to be abcent.

As for the semantic of your reply the obvious deduction to make was that mapscripts are not able to provide such functionality as was stated above.

Survivor

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Mapscripts for Tremulous?
« Reply #7 on: August 29, 2007, 09:35:38 pm »
If we were going to start making a list of what isn't in trem we'd be real busy for eternity :). Best is to assume nothing is taken over from any games using the q3 engine except for q3 itself. If you are not certain it's easier to run it by the irc channel in which some coders and mappers and most users idle (freenode #tremulous) or post here.
I’m busy. I’ll ignore you later.