Bierbuikje Posted August 29, 2016 Share Posted August 29, 2016 (edited) Map downloads Chase the Checkpoint (post) Author: Bierbuikje & FantomicanYoshi Description: Moving Checkpoints script by Bierbuikje and Yoshi's inspiration Version: 1.1.2 Gamemodes: Race (download: race-ChasetheCheckpoint.zip) NTS (download: nts-ChasetheCheckpoint.zip) Edited September 17, 2016 by Bierbuikje Updated Chase the Checkpoint map Quad_Tube 1 Quote Link to comment
MegasXLR Posted August 29, 2016 Share Posted August 29, 2016 (edited) I saw a clover. Nuff said, map's amazing, accept ( ͡o ͜ʖ ͡o) Edited August 29, 2016 by MegasXLR An hour ago i was reading your maps topic from years ago, telepathy :v ? Quote Link to comment
Bierbuikje Posted August 29, 2016 Author Share Posted August 29, 2016 41 minutes ago, MegasXLR said: An hour ago i was reading your maps topic from years ago, telepathy ? Haha must be, maybe it influenced me. Quote Link to comment
Bierbuikje Posted September 7, 2016 Author Share Posted September 7, 2016 Another map! This time in collaboration with FantomicanYoshi! Yoshi had an idea about moving checkpoints so I tried a few things scripting, Yoshi added some scenery and the result is below. The map is uploaded in the mr green map database and waiting for approval. Quad_Tube, BlueYoshi97, r0cK and 2 others 5 Quote Link to comment
Ryuu Posted September 7, 2016 Share Posted September 7, 2016 they're moving same for everyone or different? Quote Link to comment
Bierbuikje Posted September 7, 2016 Author Share Posted September 7, 2016 Different. The script is client sided so everyone sees the checkpoints moving to different random directions. Quote Link to comment
Ryuu Posted September 7, 2016 Share Posted September 7, 2016 It's fucking awesome then, respect HeArTBeaT 1 Quote Link to comment
NickYahoo Posted September 7, 2016 Share Posted September 7, 2016 what the hell this map, looks like fun HeArTBeaT 1 Quote Link to comment
MegasXLR Posted September 7, 2016 Share Posted September 7, 2016 Map's amazing guys, thanks for sharing with me as well Quote Link to comment
HeArTBeaT Posted September 8, 2016 Share Posted September 8, 2016 LOL OMG I LOVE THIS, But the ramming will be huge if there's no ghostmode. Hey please add this for mix server, or send it to me and i will make it work for NTS (i'll give you full credits) Quote Link to comment
Bierbuikje Posted September 8, 2016 Author Share Posted September 8, 2016 (edited) There is gm for the first 5 cp by default on mr green, after that you're either lucky or fucked whether it stays on or not. I also thought about NTS version for Mix, it was mentioned too by others but I first have to take a look into the NTS script because it might interfere with my script. I do not exactly know how that one is designed. Edited September 8, 2016 by Bierbuikje Quote Link to comment
Ryuu Posted September 8, 2016 Share Posted September 8, 2016 (edited) 1 hour ago, Bierbuikje said: There is gm for the first 5 cp by default on mr green, after that you're either lucky or fucked whether it stays on or not. I also thought about NTS version for Mix, it was mentioned too by others but I first have to take a look into the NTS script because it might interfere with my script. I do not exactly know how that one is designed. full gm could be added by mapmanager if it will need to be Edited September 8, 2016 by Ryuu dikke map Quote Link to comment
r0cK Posted September 8, 2016 Share Posted September 8, 2016 Oh haha that moving CP maps looks like fun! Thanks @Bierbuikje and FantomicanYoshi Quote Link to comment
HeArTBeaT Posted September 8, 2016 Share Posted September 8, 2016 8 hours ago, Bierbuikje said: There is gm for the first 5 cp by default on mr green, after that you're either lucky or fucked whether it stays on or not. I also thought about NTS version for Mix, it was mentioned too by others but I first have to take a look into the NTS script because it might interfere with my script. I do not exactly know how that one is designed. Same as race, it just rerolls cars randomly , not a big difference Quote Link to comment
Bierbuikje Posted September 10, 2016 Author Share Posted September 10, 2016 I've added a NTS version of the map to the map database and an update for the race version with some improvements in the script. Also the downloads for the maps are now available in the opening post of this topic. It includes the race version and two NTS versions. The file called nts-ChasetheCheckpoint.zip is a normal race gamemode and compatible with all servers. The file called nts-ChasetheCheckpointMrgreen.zip is only compatible with the mrgreen plugin. I can't seem to find a fix with the little lag that sometimes appears when hitting a checkpoint. I think it has to do with fps. When you hit a checkpoint you're teleported to the real CP and back to the arena within a millisecond. I tried some things with camera and velocity but that didn't work, an option would be to only have one real CP and teleport the player to it at the finish checkpoint, but then ghostmode would be turned on for the whole map or no ghostmode at all. If another scripter here knows a fix please take a look into the script. The teleporting takes place at the bottom of the raakMarker() function. Quote Link to comment
HeArTBeaT Posted September 10, 2016 Share Posted September 10, 2016 1 hour ago, Bierbuikje said: I've added a NTS version of the map to the map database and an update for the race version with some improvements in the script. Also the downloads for the maps are now available in the opening post of this topic. It includes the race version and two NTS versions. The file called nts-ChasetheCheckpoint.zip is a normal race gamemode and compatible with all servers. The file called nts-ChasetheCheckpointMrgreen.zip is only compatible with the mrgreen plugin. I can't seem to find a fix with the little lag that sometimes appears when hitting a checkpoint. I think it has to do with fps. When you hit a checkpoint you're teleported to the real CP and back to the arena within a millisecond. I tried some things with camera and velocity but that didn't work, an option would be to only have one real CP and teleport the player to it at the finish checkpoint, but then ghostmode would be turned on for the whole map or no ghostmode at all. If another scripter here knows a fix please take a look into the script. The teleporting takes place at the bottom of the raakMarker() function. I LUV U! Quote Link to comment
Bierbuikje Posted September 22, 2016 Author Share Posted September 22, 2016 I've made a new map, it's called Hydratastic! The map is a long track with only 3 checkpoints which you need to take while flying a hydra. On the way you encounter some obstacles, but for the advanced hydra pilot this map shouldn't be too hard. Mostly it was a new method of me of sending server data to client and rotating huge, multiple objects. It contains a server side lua script which sends 'ticks' to the client to make sure the obstacles are sync for everyone. I have limited the map duration to only 2 minutes and 53 seconds so the map won't play too long if all the players fail horribly. BlueYoshi97 1 Quote Link to comment
SDK Posted September 23, 2016 Share Posted September 23, 2016 On 22/09/2016 at 5:26 PM, Bierbuikje said: Mostly it was a new method of me of sending server data to client and rotating huge, multiple objects. It contains a server side lua script which sends 'ticks' to the client to make sure the obstacles are sync for everyone You shouldn't have to do that, if you rotate objects serverside it will be synced to the clients automatically (and in a more efficient and safer way). Nice job though, I always wanted maps like this, keep on creating! Quote Link to comment
Bierbuikje Posted September 23, 2016 Author Share Posted September 23, 2016 Wouldn't it be a huge data transfer from server to client? In total the map rotates about 40 objects and for each object an additional 30 objects attached to it. I figured if I rotated everything serverside it might have a lot of data sended to everyone. Now it only sends a number and the client uses the number to calculate how much the objects need to be rotated. If not needed, I will not do that in future maps. Quote Link to comment
Guest AleksCore Posted September 23, 2016 Share Posted September 23, 2016 Guess if you will use moveObject serverside you'll get nearly the same effect And yeah I think SDK is right also Quote Link to comment
SDK Posted September 23, 2016 Share Posted September 23, 2016 Serverside moveObject probably is better because triggerClientEvent has more delay and more overhead data (you can even notice the objects stuttering a bit in the vid) But honestly it doesn't matter much, if it works and is fun it works, so keep mapping Quote Link to comment
Guest F1MADKILLER Posted September 23, 2016 Share Posted September 23, 2016 On 22/09/2016 at 4:26 PM, Bierbuikje said: I've made a new map, it's called Hydratastic! The map is a long track with only 3 checkpoints which you need to take while flying a hydra. On the way you encounter some obstacles, but for the advanced hydra pilot this map shouldn't be too hard. Mostly it was a new method of me of sending server data to client and rotating huge, multiple objects. It contains a server side lua script which sends 'ticks' to the client to make sure the obstacles are sync for everyone. I have limited the map duration to only 2 minutes and 53 seconds so the map won't play too long if all the players fail horribly. will there be a version for mix with diffrent planes (some how disable copters and slower planes) Quote Link to comment
Bierbuikje Posted September 24, 2016 Author Share Posted September 24, 2016 (edited) 14 hours ago, MADKILLER! said: will there be a version for mix with diffrent planes (some how disable copters and slower planes) Yeah I can make that, I'll add it tomorrow! Edited September 24, 2016 by Bierbuikje Quad_Tube 1 Quote Link to comment
Bierbuikje Posted September 25, 2016 Author Share Posted September 25, 2016 Uploaded an update for better object movements (using moveObject) and added more cp's. There is also a NTS version but that one may be a bit too hard, barely finished it myself. I removed the cp's in NTS mode (except for the finish cp) because the normal NTS mode can spawn a AT-400 or andromada for example. That means if you die you have to start over again. So maybe the map doesn't fit in the NTS mode, and requires a whole new map. BlueYoshi97 and race 2 Quote Link to comment
Guest F1MADKILLER Posted September 25, 2016 Share Posted September 25, 2016 50 minutes ago, Bierbuikje said: Uploaded an update for better object movements (using moveObject) and added more cp's. There is also a NTS version but that one may be a bit too hard, barely finished it myself. I removed the cp's in NTS mode (except for the finish cp) because the normal NTS mode can spawn a AT-400 or andromada for example. That means if you die you have to start over again. So maybe the map doesn't fit in the NTS mode, and requires a whole new map. Do it maybe for RTF mode as a unique RTF Quote Link to comment
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