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Re: SSGM, previously SSAOW, Version 2.0 [message #267682 is a reply to message #267637] Thu, 21 June 2007 02:25 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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so like what im trying to say is i only copy and paste everything i edit or the whole scripts including the





char *RandomGDIChar[14][2] =
{

	{ "Officer", "CnC_GDI_MiniGunner_1Off" },
	{ "Rocket Soldier", "CnC_GDI_RocketSoldier_1Off" },
	{ "Sydney", "CnC_Sydney" },
	{ "Deadeye", "CnC_GDI_MiniGunner_2SF" },
	{ "Gunner", "CnC_GDI_RocketSoldier_2SF"	},
	{ "Patch", "CnC_GDI_Grenadier_2SF" },
	{ "Havoc", "CnC_GDI_MiniGunner_3Boss" },
	{ "Prototype Sydney", "CnC_Sydney_PowerSuit" },
	{ "Mobius", "CnC_Ignatio_Mobius" },
	{ "Hotwire", "CnC_GDI_Engineer_2SF" },
	{ "GDI Mutant", "CnC_GDI_Mutant_0_Mutant" },
	{ "GDI Acolyte", "CnC_GDI_Mutant_1Off_Acolyte" },  
	{ "GDI Templar", "CnC_GDI_Mutant_2SF_Templar" },
	{ "Locke", "GDI_Brigadier_Locke" } 
};


char *RandomNodChar[14][2] =
{
	{ "Officer", "CnC_Nod_Minigunner_1Off" },
	{ "Rocket Soldier", "CnC_Nod_RocketSoldier_1Off" },
	{ "Chem	Warrior", "CnC_Nod_FlameThrower_1Off" },
	{ "Blackhand Sniper", "CnC_Nod_Minigunner_2SF" },
	{ "Laser Chaingunner", "CnC_Nod_RocketSoldier_2SF" },
	{ "Stealth Black Hand",	"CnC_Nod_FlameThrower_2SF" },
	{ "Sakura", "CnC_Nod_Minigunner_3Boss" },
	{ "Raveshaw", "CnC_Nod_RocketSoldier_3Boss" },
	{ "Mendoza", "CnC_Nod_FlameThrower_3Boss" },
	{ "Technician",	"CnC_Nod_Technician_0" },
	{ "Nod Mutant", "CnC_Nod_Mutant_0_Mutant" },
	{ "Nod Acolyte", "CnC_Nod_Mutant_1Off_Acolyte" },
	{ "Nod Templar", "CnC_Nod_Mutant_2SF_Templar" },
	{ "Kane", "Nod_Kane" }
};
}



Re: SSGM, previously SSAOW, Version 2.0 [message #267683 is a reply to message #267637] Thu, 21 June 2007 02:31 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Every part of MDB_SSGM_Crate and all the random vehicle and character arrays.

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Re: SSGM, previously SSAOW, Version 2.0 [message #267685 is a reply to message #267637] Thu, 21 June 2007 02:52 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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so everything thats not another scripts then ok ill try it out 1)another thing how do i install these into a serv dir? i have the brenbot full installer i just overwrite the files?
2) some server side mods like picking up sbh suits requires the person to have the scripts now does this mean if those server side mods are installed in this type of server does that mean the client would have to have 3.4.1 scripts? or just the normal corepathes?

[Updated on: Thu, 21 June 2007 03:11]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267700 is a reply to message #267637] Thu, 21 June 2007 04:23 Go to previous messageGo to next message
NFHAVOC
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will i be able to modify the credits and points a player receives when they pickup, steal, return, or capture the flag

i have a crazyctf server and instead of it just being a make shift sniper game i modifyed the points of those so they go after the flag not just kill each other

[Updated on: Thu, 21 June 2007 04:24]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267729 is a reply to message #267700] Thu, 21 June 2007 07:49 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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I'm guessing we're supposed to delete objects.aow?

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Re: SSGM, previously SSAOW, Version 2.0 [message #267734 is a reply to message #267729] Thu, 21 June 2007 08:12 Go to previous messageGo to next message
reborn is currently offline  reborn
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joe937465 wrote on Thu, 21 June 2007 05:52

so everything thats not another scripts then ok ill try it out 1)another thing how do i install these into a serv dir? i have the brenbot full installer i just overwrite the files?
2) some server side mods like picking up sbh suits requires the person to have the scripts now does this mean if those server side mods are installed in this type of server does that mean the client would have to have 3.4.1 scripts? or just the normal corepathes?


1) Place objects.gm inside the data dir of your server. Place the new bhs.dll and scripts.dll in your server directory along with the shaders.dll, d3d8.dll and d3dx9_30.dll. In your case you will need to just change your old objects.aow into objects.gm.

2) Just the core patch, the bhs call was put in the clients scripts.dll a long time ago =]


NFHAVOC wrote on Thu, 21 June 2007 07:23

will i be able to modify the credits and points a player receives when they pickup, steal, return, or capture the flag

i have a crazyctf server and instead of it just being a make shift sniper game i modifyed the points of those so they go after the flag not just kill each other


Yes, you will be able to modify that. Infact it is now softcoded into ssgm.ini under "CapturePoints=" so it is as easy as opening the ini file and changing the points value instead of the code itself. Very handy indeed.


Sn1per74(2) wrote on Thu, 21 June 2007 10:49

I'm guessing we're supposed to delete objects.aow?


No, just rename your objects.aow file to objects.gm instead if you have a modified objects file based on ssaow 1.5.



Re: SSGM, previously SSAOW, Version 2.0 [message #267745 is a reply to message #267637] Thu, 21 June 2007 08:44 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Very nice. In Love
Re: SSGM, previously SSAOW, Version 2.0 [message #267769 is a reply to message #267637] Thu, 21 June 2007 10:40 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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Umm WD, does this include the PT fixes? Because the date added says June 3rd and you did the fix around June 19. I'm just hoping that's an error or you forgot to upload the Windows version of it.

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Re: SSGM, previously SSAOW, Version 2.0 [message #267812 is a reply to message #267637] Thu, 21 June 2007 12:16 Go to previous messageGo to next message
NFHAVOC
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how do i add in the flag locations of the sp maps
Re: SSGM, previously SSAOW, Version 2.0 [message #267864 is a reply to message #267637] Thu, 21 June 2007 15:32 Go to previous messageGo to next message
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and how does making different maps different game modes work
Re: SSGM, previously SSAOW, Version 2.0 [message #267867 is a reply to message #267637] Thu, 21 June 2007 15:43 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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To add new flag positions to an SP map you need to make a section for that map in ssgm.ini, [M01.mix] for example. Then add a new class for the flag under that. It would look like:

[M01.mix]
CTF_C##_Name=name here
CTF_C##_CaptureLimit=5
CTF_C##_Enabled=1
CTF_C##_Reverse=0
CTF_C##_Team1_X=
CTF_C##_Team1_Y=
CTF_C##_Team1_Z=
CTF_C##_Team0_X=
CTF_C##_Team0_Y=
CTF_C##_Team0_Z=

## being the number of the class, starting from 01.


To make a map use a different game mode just add "GameMode=#" to that map in the map specific section.


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[Updated on: Thu, 21 June 2007 15:44]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267870 is a reply to message #267637] Thu, 21 June 2007 15:54 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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white dragon im sorry but im confused on which things you edit in source files and which things you add or edit in the plug in source files
Re: SSGM, previously SSAOW, Version 2.0 [message #267873 is a reply to message #267637] Thu, 21 June 2007 15:59 Go to previous messageGo to next message
CdCyBoRg is currently offline  CdCyBoRg
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Typo in the SSGM config file.

in translated Presets >

POW_Pistol_Player=Automati Pistol

missing the c Smile


I Am TeH OnE
Re: SSGM, previously SSAOW, Version 2.0 [message #267886 is a reply to message #267637] Thu, 21 June 2007 16:53 Go to previous messageGo to next message
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cani enable vehicles and mines for ctf
Re: SSGM, previously SSAOW, Version 2.0 [message #267901 is a reply to message #267637] Thu, 21 June 2007 18:03 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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so this new ss thing its like the new ssaow then is this like a major update? like omg i got to get this now! or is it ok to not have to run it because for server what severs better should be there but if its not that big of a change then ya...
Re: SSGM, previously SSAOW, Version 2.0 [message #267902 is a reply to message #267637] Thu, 21 June 2007 18:10 Go to previous messageGo to next message
AoBfrost is currently offline  AoBfrost
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I tried this a few months ago when it was still in beta, some multi game/ladder clan site had renegade files, i found ssgm 2.0 beta in there and wanted to try it, after trying the beta, my server crashed and never worked again until I reinstalled, now this seems interesting, if this new one works normal, I will soooo use this cause it has alot more than ssaow did.

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Scrin wrote on Fri, 05 October 2007 12:19

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Re: SSGM, previously SSAOW, Version 2.0 [message #267974 is a reply to message #267901] Fri, 22 June 2007 00:46 Go to previous messageGo to next message
reborn is currently offline  reborn
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joe937465 wrote on Thu, 21 June 2007 21:03

so this new ss thing its like the new ssaow then is this like a major update? like omg i got to get this now! or is it ok to not have to run it because for server what severs better should be there but if its not that big of a change then ya...



It's like "omg i got to get this now!". It really is the way foward with regards to sharing mods and code.


Say your ssaow1.5 mod, if i wanted that in my ssaow 1.5 mod then I would have to port the code over to my version to make it work.
However if you put you mod in a plugin then I could simply declare that plugin in the ssgm.ini file and have it working in a matter of seconds.
It will encourage people to share and make it easier to have teams of modders all working on the same mod, but as separate plugins rather then all working from the same source code.

Hopefully there will be a page in a few months time filled with plugin downloads for ssgm, this is when you will wish your server is running it as you can try out cool new mods and console commands etc etc very easily as it is so portable.

I for one will deffinately be making a point of releasing as many plugins as I can. I dare say someone will be really clever and take that old source code of xphaze and vamp it up, then make a bot regulator plugin for it too. That would be nice...
I can deffinately see someone making a regulator plugin anyway.. That alone will be worth using ssgm.

The only bad point I can think of for it is that it doesn't load the aow mod itself as a plugin, you have no choice but to run the aow mod part of it. However this doesn't bother me personnaly as I love the aow mod part anyway, and if you don't then you can disable most of it via the ini file anyway.



Re: SSGM, previously SSAOW, Version 2.0 [message #268050 is a reply to message #267637] Fri, 22 June 2007 05:10 Go to previous message
=HT=T-Bird is currently offline  =HT=T-Bird
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Yeah, when it comes to scripts.dll-based regulators at the moment, nothing useful has been released (the XpHaze bot I have heard about is unfinished, and BI won't be able to release theirs for a while). I will talk to StealthEye about getting a basic regulator-in-a-SSGM-plugin going to tide the Renegade community over 'til BI gets their bot untangled from their SS modification.

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