| It's here: SSCTF Version 1.3 with Scripts.dll 1.9.1 Support [message #108821] | 
			Wed, 18 August 2004 22:16   | 
		 
		
			
				
				
				
					
						  
						vloktboky
						 Messages: 290 Registered: February 2003  Location: Kentucky, USA
						
	Karma: 0
 
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		Here it is, in all its glory.  Changes first: 
 
   - New: Added BHS.dll support.  The following features have been added, and can be acquired by players who have the Scripts.dll Version 1.9.1 library or higher installed: 
[list] 
      * EVA reports flag status, such as when a flag was stolen, returned, or captured. 
      * Addition flag sounds have been added. 
      * Players now scream when they are killed.  (Female characters have a female scream) 
      * Spawn and Weapon sound effects have been added for when a player spawns or when a dropped weapon is created. 
      * Fog is now apart of the random weather feature.  The fog will not disrupt your field of vision. 
[/list:u] 
 
   - BugFix: The bug where a player would be massed kill if Regen was enabled has been resolved. 
 
   - BugFix: The bug where Regen and/or WeaponsAllowed for the flag holder was not  carried over when the player purchased a new character has been resolved. 
 
   - Change: Output event code has been moved to ctflog_<date>.txt.  The physical messages are still printed to the log. 
 
   - Change: Special words have been added to the CTF Events messages to allow for the player's name(s) who completed the event to be shown with the message. 
 
   - New: Kill messages have been added. 
 
   - New: A Random Weather feature has been added. 
 
   - New: A MapID Debug feature has been added to allow for easier MapID identification for fan maps. 
 
   - Change: MapID process has been reworked.  Now, any building ID# is a valid MapID. 
 
   - New: A DDE channel has been added to allow for external applications to send console  input to the FDS directly.  To send a command, use Poke.  Service = "RenegadFDS", Topic =  "FDSCommand", Item = "Command".  An example of this, in mIRC, would be to type the  command: "/dde RenegadFDS FDSCommand Command msg test" => "> Host: test". 
 
   - New: Code has been added to prevent users from killing Purchase Terminals and the CTF peds. 
 
Get it here. 
 
Tada.
		
		
		
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			| It's here: SSCTF Version 1.3 with Scripts.dll 1.9.1 Support [message #109168] | 
			Sat, 21 August 2004 12:21   | 
		 
		
			
				
				
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						Nightma12
						 Messages: 2599 Registered: August 2003 
						
	Karma: 0
 
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					General (2 Stars) Category Moderator  | 
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		| Quote: |   ;  Data for CTF 
; 
;  Data that controls CTF on your server are present in this file.  Changing 
;  these settings are not recommended, but allow the host to configure such 
;  things as the flag locations on a map, as well as add support for fan maps. 
; 
;  *************************************************************************** 
; 
 
; ControllerID=MapName 
; 
;  This is the area where the map is recognized by the FDS.  The Controller ID# 
;  is the same as the object ID# of the Barrack's Building Controller.  The name 
;  is used to determine the capture limit, as well as the flag locations and the 
;  end game building controller ID#s from below.  Do NOT edit these unless you 
;  know what you are doing, as you can ruin CTF on your server. 
 
[Map] 
1559645=C&C_Under 
1550791=C&C_Volcano 
1550457=C&C_Complex 
1551647=C&C_Walls 
1552060=C&C_City 
1550350=C&C_Canyon 
1551553=C&C_Field 
1551562=C&C_Hourglass 
1550322=C&C_Islands 
1551729=C&C_Mesa 
151403=C&C_Glacier 
152383=M01 
 
 
; [MapName] 
; 
;  This is the area where the flag locations and the other buildings are stored 
;  for CTF.  The map name is the same as the one given above. 
;   GDIFlag_X/Y/Z = X, Y, and Z coordinates of the CTF pedestal for GDI. 
;   NodFlag_X/Y/Z = X, Y, and Z coordinates of the CTF pedestal for Nod. 
;   GDIBuildings = Total amount of GDI buildings on the map. 
;   NodBuildings = Total amount of Nod buildings on the map. 
;   GDIBuilding# = A building controller's ID# of a GDI Building.  It doesn't  
;                  matter which one. 
;   NodBuilding# = A building controller's ID# of a Nod Building.  It doesn't  
;                  matter which one. 
; 
;  All of the building controller ID#s must be present for the end game on cap 
;  limit to work correctly.  The X, Y, and Z coordinate for both peds must be 
;  present and valid for the flags to be drawn. 
;  Do NOT edit these unless you know what you are doing, as you can ruin CTF 
;  on your server. 
 
 
[C&C_Under] 
GDIFlag_X=-166.750 
GDIFlag_Y=-23.500 
GDIFlag_Z=-3.289 
NodFlag_X=-63.500 
NodFlag_Y=82.000 
NodFlag_Z=-3.457 
GDIBuildings=5 
GDIBuilding1=1559644 
GDIBuilding2=1559647 
GDIBuilding3=1563414 
GDIBuilding4=1559645 
GDIBuilding5=1559646 
NodBuildings=5 
NodBuilding1=1563418 
NodBuilding2=1563417 
NodBuilding3=1563419 
NodBuilding4=1563416 
NodBuilding5=1563415 
 
[C&C_Volcano] 
GDIFlag_X=101.915 
GDIFlag_Y=-85.149 
GDIFlag_Z=-3.564 
NodFlag_X=-30.942 
NodFlag_Y=72.782 
NodFlag_Z=-2.671 
GDIBuildings=4 
GDIBuilding1=1550790 
GDIBuilding2=1550791 
GDIBuilding3=1550792 
GDIBuilding4=1550785 
NodBuildings=4 
NodBuilding1=1550789 
NodBuilding2=1550788 
NodBuilding3=1550787 
NodBuilding4=1550786 
 
[C&C_Complex] 
GDIFlag_X=-50.693 
GDIFlag_Y=131.795 
GDIFlag_Z=0.072 
NodFlag_X=-2.569 
NodFlag_Y=-114.002 
NodFlag_Z=0.002 
GDIBuildings=3 
GDIBuilding1=1550457 
GDIBuilding2=1550456 
GDIBuilding3=1550458 
NodBuildings=3 
NodBuilding1=1550460 
NodBuilding2=1550461 
NodBuilding3=1550459 
 
[C&C_Walls] 
GDIFlag_X=-5.730 
GDIFlag_Y=-191.901 
GDIFlag_Z=-3.605 
NodFlag_X=0.439 
NodFlag_Y=207.281 
NodFlag_Z=-3.526 
GDIBuildings=4 
GDIBuilding1=1551645 
GDIBuilding2=1551646 
GDIBuilding3=1551647 
GDIBuilding4=1551644 
NodBuildings=4 
NodBuilding1=1551648 
NodBuilding2=1551650 
NodBuilding3=1551651 
NodBuilding4=1551649 
 
[C&C_City] 
GDIFlag_X=-1.337 
GDIFlag_Y=-154.668 
GDIFlag_Z=-3.604 
NodFlag_X=10.044 
NodFlag_Y=146.036 
NodFlag_Z=-3.583 
GDIBuildings=5 
GDIBuilding1=1552059 
GDIBuilding2=1552060 
GDIBuilding3=1552061 
GDIBuilding4=1552062 
GDIBuilding5=1552058 
NodBuildings=5 
NodBuilding1=1552064 
NodBuilding2=1552063 
NodBuilding3=1552066 
NodBuilding4=1552067 
NodBuilding5=1552065 
 
[C&C_Canyon] 
GDIFlag_X=13.562 
GDIFlag_Y=114.440 
GDIFlag_Z=4.630 
NodFlag_X=-2.434 
NodFlag_Y=-114.844 
NodFlag_Z=-0.000 
GDIBuildings=3 
GDIBuilding1=1551025 
GDIBuilding2=1550350 
GDIBuilding3=1550351 
NodBuildings=3 
NodBuilding1=1551026 
NodBuilding2=1550353 
NodBuilding3=1550352 
 
[C&C_Field] 
GDIFlag_X=56.327 
GDIFlag_Y=-42.154 
GDIFlag_Z=-0.006 
NodFlag_X=-60.458 
NodFlag_Y=67.923 
NodFlag_Z=0.099 
GDIBuildings=4 
GDIBuilding1=1551556 
GDIBuilding2=1551554 
GDIBuilding3=1551553 
GDIBuilding4=1555569 
NodBuildings=4 
NodBuilding1=1551558 
NodBuilding2=1551560 
NodBuilding3=1551561 
NodBuilding4=1555571 
 
[C&C_Hourglass] 
GDIFlag_X=-2.264 
GDIFlag_Y=-155.097 
GDIFlag_Z=-3.614 
NodFlag_X=10.344 
NodFlag_Y=147.821 
NodFlag_Z=-3.613 
GDIBuildings=5 
GDIBuilding1=1551559 
GDIBuilding2=1551558 
GDIBuilding3=1551562 
GDIBuilding4=1551561 
GDIBuilding5=1551560 
NodBuildings=5 
NodBuilding1=1551566 
NodBuilding2=1551567 
NodBuilding3=1551564 
NodBuilding4=1551563 
NodBuilding5=1551565 
 
[C&C_Islands] 
GDIFlag_X=-98.261 
GDIFlag_Y=52.726 
GDIFlag_Z=0.018 
NodFlag_X=-111.872 
NodFlag_Y=-134.329 
NodFlag_Z=-0.077 
GDIBuildings=3 
GDIBuilding1=1550322 
GDIBuilding2=1550510 
GDIBuilding3=1550321 
NodBuildings=3 
NodBuilding1=1550324 
NodBuilding2=1550511 
NodBuilding3=1550323 
 
[C&C_Mesa] 
GDIFlag_X=-60.971 
GDIFlag_Y=-34.627 
GDIFlag_Z=0.028 
NodFlag_X=58.641 
NodFlag_Y=81.946 
NodFlag_Z=0.000 
GDIBuildings=5 
GDIBuilding1=1551726 
GDIBuilding2=1551728 
GDIBuilding3=1551727 
GDIBuilding4=1551729 
GDIBuilding5=1551725 
NodBuildings=5 
NodBuilding1=1551722 
NodBuilding2=1551720 
NodBuilding3=1551723 
NodBuilding4=1551724 
NodBuilding5=1551721 
 
[C&C_Glacier] 
GDIFlag_X=76.734 
GDIFlag_Y=-63.357 
GDIFlag_Z=0.018 
NodFlag_X=-89.388 
NodFlag_Y=36.253 
NodFlag_Z=0.001 
GDIBuildings=6 
GDIBuilding1=151403 
GDIBuilding2=151988 
GDIBuilding3=151389 
GDIBuilding4=151330 
GDIBuilding5=151331 
GDIBuilding6=151332 
NodBuildings=6 
NodBuilding1=151333 
NodBuilding2=151448 
NodBuilding3=151334 
NodBuilding4=151335 
NodBuilding5=151336 
NodBuilding6=151400 
 
[M01] 
GDIFlag_X=151.069 
GDIFlag_Y=-50.279 
GDIFlag_Z=-8.000 
NodFlag_X=-297.042 
NodFlag_Y=562.024 
NodFlag_Z=32.396 
GDIBuildings=2 
GDIBuilding1=152383 
GDIBuilding2=152385 
NodBuildings=2 
NodBuilding1=152384 
NodBuilding2=152386 
 
; [Flag] 
; 
;  This is the area where the relative location of the flag to the ped is 
;  determined. 
;   Flag_X/Y/Z = X, Y, and Z coordinates of the flag from the pedestal's location. 
; 
;  Do NOT edit these unless you know what you are doing, as you can ruin CTF 
;  on your server. 
 
[Flag] 
Flag_X=-0.031 
Flag_Y=-0.003 
Flag_Z=-1.060
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i got 0wn3d     
 
it dont work >.< 
 
p.s. i have an edited M01.mix so the IDs are right  
		
		
		
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