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Опубликовано:

Village

 

Info:

Village is a map I ported from SP with the help of Dasfonia. It is based on xetal's old source you can see

.

Village will (hopefuly) soon be released as the day version. For everyone who wants the night version, there will be a simple mod!

Those who are going to host a server can add this to their server.cfg:

set hunted_weather 2 // 0 = Fog | 1 = Rain | 2 = Random rain/fog

Random rain/fog is when you start a game on the map, it can either be rainy or foggy, but it won't start to rain during the match!

 

Screenshot:

With rain:

Village.gif

With fog:

4BF65C4F4005F5C23599A5718E6DBB46B6FC049E

Night:

BCB9260AAA6B35341C1167C9DBAC477D25392BCD

 

Video:

With rain & fog:

 

Night:

 

Supported Gametypes:

-Team-Deathmatch

-Free-for-All

-Domination

-Search & Destroy

-Capture the Flag

-Arena

-One in the Chamber

-VIP

-Gun Game

-One Flag CTF

-Sabotage

-GTNW

-Demolition

-AI Zombies eXtreme (viewtopic.php?f=17&t=6384)

-Rush

 

Killstreaks:

в—Џ UAV

в—Џ Care Package

в—Џ Counter-UAV

в—Џ Sentry Gun

в—Џ Predator Missile

в—Џ Precision Airstrike

в—Џ Harrier Strike

в—Џ Attack Helicopter

в—Џ Emergency Airdrop

в—Џ Pave Low

в—Џ Stealth Bomber

в—Џ Chopper Gunner

в—Џ AC-130

в—Џ EMP

в—Џ Tactical Nuke

 

[ в—Џ Working | в—Џ Buggy | в—Џ Not Working ]

 

ToDo:

-Add HQ gametype

 

Changelog:

Version 0.9: Better Skybox for so_hunted (thx to NTA)

Version 0.8: Rush added by Rendflex :)

Version 0.7: More intermission spawns

Version 0.6: GTNW + DD added and bomb collision fixed

Version 0.5: Beta collision for carepackages

Version 0.4: Closed playable area (Thx Dasfonia ;))

Version 0.3: Fixed KS, added some new gametypes (need to add bomb collision) and added more FXs

Version 0.2: Fixed Airstrikes

Version 0.1: Initial release

 

Credits:

Thanks to Apadayo for teaching me a lot.

Thanks to xetal for his old source.

Thanks to DidUknowiPwn for the loadscreen.

Thanks to Rendflex for his Entity map tool and for porting Rush

Thanks to zombiefan564 for adding AI Zombies

Thanks to LoserSM for helping me with brushmodel findings.

  • Ответы 103
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Опубликовано:
I wouldn't say that it's a night map...at least not any longer!

AB90F32473CD649BB462CA6024C412EC4456F14A

<3

Опубликовано:

I don't know much about gsc, but in python I'm using this code on a plugin:

input = data.split(' ',1)
     if input[0] == '0' :
         self.console.say('^2Spectate type set to ^1Off')
         time.sleep(1) 
         self.console.write('scr_game_spectatetype 0')
         return True
     if input[0] == '1' : 
         self.console.say('^2Spectate type set to ^1Team')
         time.sleep(1)
         self.console.write('scr_game_spectatetype 1')
         return True
     if input[0] == '2' : 
         self.console.say('^2Spectate type set to ^1Free')
         time.sleep(1)
         self.console.write('scr_game_spectatetype 2')
         return True

All different coding separated by the options.

Can't something like that be done in gsc? Put all the dynamic weather settings on an option field?

Also, please add a dvar for day and night :P

Опубликовано:
  • Автор
All different coding separated by the options.

Can't something like that be done in gsc? Put all the dynamic weather settings on an option field?

Also, please add a dvar for day and night :P

Yeah, atm i do it like this:

#include common_scripts\utility;

main()
{
level.hunted_weather = randomint( 2 ); // 0 = Fog | 1 = Rain | 2 = Dynamic Weather

   maps\mp\_load::main();
maps\createart\co_hunted_art::main();
maps\mp\co_hunted_fx::main();
maps\co_ac130_anim::main();
common_scripts\_destructible_types_anim_chicken::main();
common_scripts\_destructible_types_anim_airconditioner::main();

   game[ "attackers" ] = "allies";
   game[ "defenders" ] = "axis";

if(level.hunted_weather==1)
	ambientPlay( "ambient_mp_rain" );

else
	ambientPlay( "ambient_mp_rural" );

   maps\mp\_compass::setupMiniMap( "compass_map_hunted" );		
   setdvar( "compassmaxrange", "3000" );

if(level.hunted_weather==2)
maps\createart\co_hunted_weather::main();
}

Ok, i'm using a var and not a dvar, but it was only to test random fog/rain on startup!

Опубликовано:

I think that when you put "2", it falls on "else" because it's not "1", before it reaches "if(level.hunted_weather==2)" option.

Try using "if" on all three options (note that I'm just trying to guess, since I'm zero at coding)

Опубликовано:
  • Автор
I think that when you put "2", it falls on "else" because it's not "1", before it reaches "if(level.hunted_weather==2)" option.

Try using "if" on all three options (note that I'm just trying to guess, since I'm zero at coding)

I know, if you have randomint( 2 ), the results can be 0 or 1. The weather code is quite buggy and unfinished, thats why i disabled it!

 

Edit: Oh, I understand, :D It doesn't matter if else is before if(level.hunted_weather==2)!

Опубликовано:
IMO, you should've kept the original skybox, it looked better.

i think its cool at its now with custom sky....also GJ

 

PS: yes rendflex, i put custom sky on Parking Square i think was better than some darkish sky

Опубликовано:
Why should i keep the old sky? It doesn't fit into my concept!

if dark sky + fog + rain = wet work weather style

Опубликовано:
  • Автор
Why should i keep the old sky? It doesn't fit into my concept!

if dark sky + fog + rain = wet work weather style

That's LoserSM's job and not mine. I try to recreate Downpour!

Опубликовано:
Why should i keep the old sky? It doesn't fit into my concept!

if dark sky + fog + rain = wet work weather style

That's LoserSM's job and not mine. I try to recreate Downpour!

i know that, but the diference is, your work is completely brilliant, awesome and works perfectly

Опубликовано:
  • Автор
Why should i keep the old sky? It doesn't fit into my concept!

if dark sky + fog + rain = wet work weather style

That's LoserSM's job and not mine. I try to recreate Downpour!

i know that, but the diference is, your work is completely brilliant, awesome and works perfectly

But my map has absolutly nothing in common with wetwork, unlike Downlpour!

Опубликовано:

i know that, but the diference is, your work is completely brilliant, awesome and works perfectly

and LoserSM's isn't or what? the issue with the carepackages or ragdolls on so_bridge is InfinityWard's fail, he can't change this without a proper Mapeditor.

Опубликовано:
  • Автор

i know that, but the diference is, your work is completely brilliant, awesome and works perfectly

and LoserSM's isn't or what? the issue with the carepackages or ragdolls on so_bridge is InfinityWard's fail, he can't change this without a proper Mapeditor.

We all know, that Crgoship is gonna be the best map, but at least I try to get mine perfect!

Опубликовано:

There's nothing wrong about doing so, that's basically why I didn't release dc_whitehouse, cliffhanger and the alternative burgertown version stakhanov suggested as of now :) .

As long as these maps doesn't seem to work perfectly to me I don't see a point in pubilshing it.

I'm just mad at this flawless guy (paradoxon detected) running around and telling shit here.

Опубликовано:
  • Автор
There's nothing wrong about doing so, that's basically why I didn't release dc_whitehouse, cliffhanger and the alternative burgertown version stakhanov suggested as of now :) .

As long as these maps doesn't seem to work perfectly to me I don't see a point in pubilshing it.

I'm just mad at this flawless guy (paradoxon detected) running around and telling shit here.

Yeah,that's why I didn't release the day version!

 

Edit: I decided not to do dynamic weather, or maybe not in near future, as it's not possible to call a CreateOneshoteffect after the game has started.

  • 3 weeks later...
Опубликовано:
As long as these maps doesn't seem to work perfectly to me I don't see a point in pubilshing it.

I don't know if i'm the only one but I really like to try unfinished maps. The whole map porting thing is so awesome! I'm always ready to help if feedback is needed.

  • 4 weeks later...

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