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#21
(15-08-2020, 12:51 AM)lanttu Wrote:
(14-08-2020, 11:47 PM)Tuksi Wrote: Some of these maps are clearly not made for double jump and ND, just saying :P remove et_beach, caen2, et_ice, tc_base and dubrovnik_final

Most maps were not made for double jump, not even originals like radar. I dont think it should be a reason to remove maps.

shhhhhhhhhhhh remove the maps i mentioned or Lanttu bans me
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#22
We wont remove any maps just yet atleast.

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#23
(14-08-2020, 11:47 PM)Tuksi Wrote: Some of these maps are clearly not made for double jump and ND, just saying :P remove et_beach, caen2, et_ice, tc_base and dubrovnik_final

you could make mapscripts to stop walljumping like the scripts moanraker made for fueldump and battery
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#24
(15-08-2020, 12:38 PM)Thrasher Wrote:
(14-08-2020, 11:47 PM)Tuksi Wrote: Some of these maps are clearly not made for double jump and ND, just saying :P remove et_beach, caen2, et_ice, tc_base and dubrovnik_final

you could make mapscripts to stop walljumping like the scripts moanraker made for fueldump and battery

Can we look into this together ? I wanna add some barriers in the new map Smile
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#25
(16-08-2020, 11:29 AM)Nirv Wrote:
(15-08-2020, 12:38 PM)Thrasher Wrote:
(14-08-2020, 11:47 PM)Tuksi Wrote: Some of these maps are clearly not made for double jump and ND, just saying :P remove et_beach, caen2, et_ice, tc_base and dubrovnik_final

you could make mapscripts to stop walljumping like the scripts moanraker made for fueldump and battery

Can we look into this together ? I wanna add some barriers in the new map Smile

im ready to show you walljump exploit spots to patch, just need somebody to add in the mapscripts
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#26
I saw moanranker's modification on fueldump.

However it stays unclear for me !

Here's the map script : http://support-testo.fr/temp/fueldump.script

Here's an example of one anti walljump barrier :
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You need to be spec and do /viewpos to get X,Y,Z

What i'm unsure is how you set a barrier for a certain distance ?

I guess it's only X values that needs to be modified ?

But i'm not sure how to put that in the actual mapscript...

It's beyond my current skills but i'll try learn that Smile

Edit :
When I look at the script, I don't know what is :
-classname
-targetname
-scriptname
-spawnflags
-angle
-speed

What i might know :
origins : X,Y,Z coordinate from the game by typing /viewpos in spec.
message : the message which is showing when you try to walljump
noise : the pushing sound when you try to walljump
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#27
These resources should answer to at least some questions:

http://games.chruker.dk/enemy_territory/entities.php
http://games.chruker.dk/enemy_territory/...ements.php
http://games.chruker.dk/enemy_territory/...erence.php


So by using these I found at least:
- Classname: things listed in the entities link
- Speed: Speed of whatever is done, for example target_push, and the default of that is 1000
- Angle: The angle (rotational facing) of whatever is being done, for example target_push
- Targetname: the activating trigger points to whatever action is in question
- Not sure what the spawnflags do in the context of target_print

So I believe you can copy existing values for: angle, speed and spawnflags, and just change: classname, targetname and scriptname accordingly. I'm honestly not sure if targetname and scriptname are defined in some other script file, or if one of them is actually DEFINING the name in this very scriptfile... Not sure.
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#28
Origin: starter point (x/y/z), where the customized trigger should be. You need to determine the size of the trigger with mins and maxs.

As you can see there are 2 target_print entities: one of them got 4 spawnflags and that means, only one player (or those players) will receive the warning message, who tried to jump over the wall.
Target_print entity without customized spawnflags will warn everybody.
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