[GAMEMODE] sabotage 2.4.3

Intended for use on live public servers.
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10se1ucgo
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thepolm3 wrote:
I'm an idiot :)
all names in speech marks
"greenbase" = [(),()],
etc
:3
Image

I also noticed lots of things had 'blah' instead of "blah" so I tried.
Image

Are you sure it isn't something with the = sign?
thepolm3
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@TB_
why ty :)
Last edited by thepolm3 on Sun May 19, 2013 1:54 pm, edited 1 time in total.
10se1ucgo
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thepolm3 wrote:
why ty :)
ok, just to know that my configuration works, I edited the defaults in the script itself.
Everything works except blue spawns where green should and green spawns where blue should, so I had to switch them
Also, can you make it so I can also set the Z coordinate? The blues spawn on top of where they should actually spawn
thepolm3
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it automaticly gets the z coordinate, but i added a manual override
10se1ucgo
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Hm, don't see the Z override

Also, extensions still don't work for me.
10se1ucgo
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Ok, BUGS
  • Sometimes, the bomb spawns as the greens bomb, the tent spawns as the blue tent, so Green can't take the bomb and plant it. Sort of like a reverse defusal xD
    Image
    Image
    Image
  • Blue can defuse the bomb even when they walk away from the bombsite.
  • Map extensions don't work.
  • Sometimes the message telling you the bomb was defused/you have the bomb is said twice.
    Image
  • Bomb always goes into the block when planted.
  • The bomb sometimes explodes 10 seconds after it is planted instead of the time set.
    THIS PHOTO HAS BOTH SHOWN
    Image
  • After Green successfully plants and detonates the bomb enough to win the round (As in, reach the max cap limit) they cannot plant the bomb again, it just captures the intel.

Suggestions:
  • People should not respawn
  • Blue should be given a point when the bomb is defused
  • Building should be off.
  • There should be a bomb plant delay. (5 seconds)
  • Z coordinate should be settable for things like bluebase, greenbase, bombbase, bombsite, etc.
Last edited by 10se1ucgo on Sun May 19, 2013 12:10 am, edited 4 times in total.
learn_more
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use the AoS AE mod with this, the skins / guns match good :)
thepolm3
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10se1ucgo wrote:
Ok, BUGS
  1. Sometimes, the bomb spawns as the greens bomb, the tent spawns as the blue tent, so Green can't take the bomb and plant it. Sort of like a reverse defusal xD
  2. Blue can defuse the bomb even when they walk away from the bombsite.
  3. Map extensions don't work.
  4. Sometimes the message telling you the bomb was defused/you have the bomb is said twice.
  5. Bomb always goes into the block when planted.
  6. The bomb sometimes explodes 10 seconds after it is planted instead of the time set.
    THIS PHOTO HAS BOTH SHOWN
  7. After Green successfully plants and detonates the bomb enough to win the round (As in, reach the max cap limit) they cannot plant the bomb again, it just captures the intel.
    Suggestions:
  8. People should not respawn
  9. Blue should be given a point when the bomb is defused
  10. Building should be off.
  11. There should be a bomb plant delay. (5 seconds)
  12. Z coordinate should be settable for things like bluebase, greenbase, bombbase, bombsite, etc.
  1. Fixed
  2. Fixed
  3. See below
  4. Fixed
  5. Fixed
  6. Fixed
  7. not a bug

    Suggestions
  8. not a good idea
  9. Done
  10. Not fun. You can do that on your server
  11. No point
  12. Z now settable ^^ just do [(x,y,z),(x,y,z)] and yes, z is optional.
    Also fixed map extensions
    (need to lay out like this)
    Code: Select all
    extensions = {
        "greenbase":[(x,y),(x,y)],
        "bluebase":[(x,y),(x,y)],
        "bombbase":[(x,y),(x,y)],
        "bombsite":[(x,y),(x,y)],
        "bombsize":10,
        "bombtime":45,
        "diffusetime":10
    }
    
    So you were right about the equals XD
    gl and hf
    re-download for fixes
10se1ucgo
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thepolm3 wrote:
7. not a bug

Suggestions

8. not a good idea
10. Not fun. You can do that on your server
11. No point
Bugs
7. Are you sure that the last one isn't a bug? CMD spews out tons of errors, and the only way to fix it is by map advance

Suggestions
8. The reason I wanted no respawns is to make it feel more like Counter-Strike, you should rely on skill, you deserve every kill, and deserve every death. You should be able to say, its either me, or him/her.
10. Map destruction is a little weird for maps like de_dust2, it just doesn't fit. Also, feel more like Counter-Strike.
11. The 5 second delay does have its point, it makes it so Blue has a chance to get in there and kill the Green before he can get to planting the bomb. Gives the Greens a challenge, just like Blue does defusing the bomb. Again, feel more like Counter-Strike.


Either way, sweet update.
thepolm3
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10se1ucgo wrote:
Bugs
7. Are you sure that the last one isn't a bug? CMD spews out tons of errors, and the only way to fix it is by map advance

Suggestions
8. The reason I wanted no respawns is to make it feel more like Counter-Strike, you should rely on skill, you deserve every kill, and deserve every death. You should be able to say, its either me, or him/her.
10. Map destruction is a little weird for maps like de_dust2, it just doesn't fit. Also, feel more like Counter-Strike.
11. The 5 second delay does have its point, it makes it so Blue has a chance to get in there and kill the Green before he can get to planting the bomb. Gives the Greens a challenge, just like Blue does defusing the bomb. Again, feel more like Counter-Strike.
7. The map should be set to advance on win. By not a bug I man that I didn't plan for it, so i didn't even consider it in my code (may implement in a bit)
8. A gamemode needs to be fairly general, respawns and building should be done per server
10. see above
11. Thats the point of having the tent far away from the bomb

When will the server be up ;)?
10se1ucgo
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Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


thepolm3 wrote:
10se1ucgo wrote:
Bugs
7. Are you sure that the last one isn't a bug? CMD spews out tons of errors, and the only way to fix it is by map advance

Suggestions
8. The reason I wanted no respawns is to make it feel more like Counter-Strike, you should rely on skill, you deserve every kill, and deserve every death. You should be able to say, its either me, or him/her.
10. Map destruction is a little weird for maps like de_dust2, it just doesn't fit. Also, feel more like Counter-Strike.
11. The 5 second delay does have its point, it makes it so Blue has a chance to get in there and kill the Green before he can get to planting the bomb. Gives the Greens a challenge, just like Blue does defusing the bomb. Again, feel more like Counter-Strike.
7. The map should be set to advance on win. By not a bug I man that I didn't plan for it, so i didn't even consider it in my code (may implement in a bit)
8. A gamemode needs to be fairly general, respawns and building should be done per server
10. see above
11. Thats the point of having the tent far away from the bomb

When will the server be up ;)?
Testing stuff, seems like a rollback_on_end thing for #7. The reason I set the max_cap limit to 1 is because I want everyone to go back to their spawn once the bomb was detonated. If you can do that without the max cap limit as 1, that be great.

advance_on_win is true btw, still happens.

Here's the error if you'd like
Code: Select all
	Traceback (most recent call last):
	  File "run.py", line 1037, in <module>
	    reactor.run()
	  File "C:\Python27\lib\site-packages\twisted\internet\base.py", line 1162, in run
	    self.mainLoop()
	  File "C:\Python27\lib\site-packages\twisted\internet\base.py", line 1171, in mainLoop
	    self.runUntilCurrent()
	--- <exception caught here> ---
	  File "C:\Python27\lib\site-packages\twisted\internet\base.py", line 793, in runUntilCurrent
	    call.func(*call.args, **call.kw)
	  File "C:\PySnip\feature_server\scripts\defusal.py", line 149, in bomb_splode
	    self.bomber.capture_flag()
	  File "C:\PySnip\feature_server\scripts\defusal.py", line 45, in capture_flag
	    return connection.capture_flag(self)
	  File "C:\PySnip\feature_server\scripts\defusal.py", line 45, in capture_flag
	    return connection.capture_flag(self)
	  File "..\pyspades\server.py", line 777, in capture_flag
	    self.protocol.on_game_end()
	  File "C:\PySnip\feature_server\scripts\disco.py", line 52, in on_game_end
	    return protocol.on_game_end(self)
	  File "C:\PySnip\feature_server\scripts\rollback.py", line 190, in on_game_end
	    if self.rollback_on_game_end:
	exceptions.AttributeError: 'SabotageProtocol' object has no attribute 'rollback_on_game_end'
SERVER IS UP
thepolm3
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Fixed the latest round of bugs, and added a hardcore setting
10se1ucgo
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Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


thepolm3 wrote:
Fixed the latest round of bugs, and added a hardcore setting
Saw you join the server, I was attempting to fix the bug myself, and oddly enough, it worked. But your way is probably cleaner than mine. Thanks!

EDIT #2: Ignore the crash log below, found out how to fix it. In the script, replace line #129 with
Code: Select all
                    if self.defuser.team==self.blue_team:
Defuse bug. See above for fix
Code: Select all
2013-05-19 13:31:16-0400 [-] Unhandled Error
        Traceback (most recent call last):
          File "run.py", line 1037, in <module>
            reactor.run()
          File "C:\Python27\lib\site-packages\twisted\internet\base.py", line 11
62, in run
            self.mainLoop()
          File "C:\Python27\lib\site-packages\twisted\internet\base.py", line 11
71, in mainLoop
            self.runUntilCurrent()
        --- <exception caught here> ---
          File "C:\Python27\lib\site-packages\twisted\internet\base.py", line 79
3, in runUntilCurrent
            call.func(*call.args, **call.kw)
          File "C:\PySnip\feature_server\scripts\defusal.py", line 129, in bomb_
defused
            if self.defuser.team==self.protocol.blue_team:
        exceptions.AttributeError: 'SabotageProtocol' object has no attribute 'p
rotocol'
thepolm3
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AH. I fixed that but then I forgot to save XD
10se1ucgo
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thepolm3 wrote:
AH. I fixed that but then I forgot to save XD
Bug time!
  • There are sometimes still respawns when hardcore mode is on.
  • Winning because everyone was killed gives you 2-3 points instead of 1.
  • When the round started, people can still disconnect and reconnect to spawn again. A fix for this is to have the round start after 10 seconds, and disable spawns/respawns after those 10 seconds.
I'm thinking of organizing a bomb defusal event, so it'd be awesome if these bugs can be fixed.
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