02-08-2011, 12:57
Why i am requesting this because tank war is exist in Black Ops, you can see it from dvars and also gsc files. And I think it is possible to recode Tank War and make it works in the way of modding, here's some description about Tank War in gsc.
I recommand guys to use dom.gsc as base to do it because master131 tried to use twar.gsc but failed to get it work
Because it is a long code, so I posted it to pastebin:
Twar.gsc: http://pastebin.com/uGWed6my
Quote: Tank War
Objective: Capture the enemies starting point by "walking" the capture points
Map ends: When one team captures the other teams starting point, or time limit is reached
Respawning: No wait / Near teammates
Level requirements
------------------
Spawnpoints:
classname mp_twar_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of owned flags, teammates and
enemies at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Optionally, give a spawnpoint a script_linkto to specify which flag it "belongs" to (see Flag Descriptors).
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Flags:
classname trigger_radius
targetname flag_primary or flag_secondary
Flags that need to be captured to win. Primary flags take time to capture; secondary flags are instant.
Flag Descriptors:
classname script_origin
targetname twar_flag_descriptor
Place one flag descriptor close to each flag. Use the script_linkname and script_linkto properties to say which flags
it can be considered "adjacent" to in the level. For instance, if players have a primary path from flag1 to flag2, and
from flag2 to flag3, flag2 would have a twar_flag_descriptor with these properties:
script_linkname flag2
script_linkto flag1 flag3
Set scr_domdebug to 1 to see flag connections and what spawnpoints are considered connected to each flag.
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "marines";
game["axis"] = "nva";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
If using minefields or exploders:
maps\mp\_load::main();
Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
This sets what character models are used for each nationality on a particular map.
Valid settings:
american_soldiertype normandy
british_soldiertype normandy, africa
russian_soldiertype coats, padded
german_soldiertype normandy, africa, winterlight, winterdark
I recommand guys to use dom.gsc as base to do it because master131 tried to use twar.gsc but failed to get it work
Because it is a long code, so I posted it to pastebin:
Twar.gsc: http://pastebin.com/uGWed6my