Poll: Do you think making a zombie map would work by just coding the map cgz or cfg?
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Yes
11.11%
1 11.11%
maybe
33.33%
3 33.33%
no
55.56%
5 55.56%
Total 9 vote(s) 100%
* You voted for this item. [Show Results]

Cant access the map script
#1
I cant access my custom map scripts. Im trying to make a simple zombie map, but i cant read my custom map cgz (is that what im supposed to use when i want to change stuff on a map?) because it is in random symbols. im using a mac, so i know this is probably the reason, but theres got to be some way i can access those files where i can actually read what the script says! Help me please! (and im not a super experienced coder, so dont give me too complicated of an explanation of what to do :P)

Thanks!
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#2
Editing can only be done in-game. Read the Dodd on how to edit your map configuration (make a copy of the default one and rename it). But you will get nowhere trying to edit the cgz by hand.
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#3
ok thanks
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#4
On the other hand, coding zombie-style rules into the map's cfg file is a piece of cake. Just ask Mael.
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#5
The config's script-support is limited to only a few (map related) commands, which are listed at the default_map_settings.cfg. "Coding rules" there is not possible as far as I understand your idea.

After all, creating a real zombie-style mode requires real coding (C++)...
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#6
One of which is "alias".
:-P
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#7
I don't think so. ;)

// Possible commands that can be used in map configs are:
// ======================================================
// mapmodelreset, texturereset, mapmodel, texture, loadsky, fog, fogcolour,
// mapsound, mapsoundreset, shadowyaw, loadnotexture, watercolour.

Btw, there's still /ambient missing in that list.
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#8
In fact, whoever made that default map cfg file forgot about
scontext.cfg Wrote:alias context_mapcfg 3
alias mapcfgidents [ alias loadnotexture loadsky mapmodelreset mapmodel texturereset texture fog fogcolour mapsoundreset mapsound watercolour shadowyaw ]
loop i (listlen $mapcfgidents) [
scriptcontext $context_mapcfg (at $mapcfgidents $i)
]
and you can add "ambient" to that list if you want.



;)
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#9
Oh, my bad. For some reason I expected this to be hardcoded. Though, adding parameters to that list would only enable those locally.

However, thanks for educating me! :)
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#10
so it is possible to code something like making the CAS only have knives?
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#11
<3 Mr.Floppy. It'd be a good idea to add "ambient" to the list in the SVN and make it default in the next release.

@GreaterBeing: I'd hate to use the term impossible... But I can't see a practical way of coding a knife-only mode using CubeScript in a map cfg file. You would definitely need the willingness and cooperation of all clients who use the mode, since I believe having "alias" in the scontext.cfg file means the map config file can only define the alias, not necessarily run all the commands inside it. Thus, the clients would have to cooperate by typing the name of the alias(es) you defined in the map cfg file in order for it to work.
You'd have to consider the possibility of players choosing not to type the command.
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#12
Greater; that would have to be a server mod and i believe that would need you to learn C++
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#13
Making it a server mod would definitely be more plausible. GG DrauL.
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#14
yeah thats what im planning on doing. Its going to be awhile because i need to get a cheap computer that i wouldnt worry about being damaged too much, but i also dont know all the risks. Is it possible for people to damage more than the computer thats running the server via accessing your internet or is it completely safe? That would be the only thing keeping me from making a zombie server
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#15
I have never heard of a server owner getting hacked. I think the extent that they could go is by going on to your computer and viewing it. Which, if you dont mind (as with a crappy computer) you could do. Now, you can just run it off of your normal computer with a different user running it, with very restricted settings. You should talk with someone more experienced than me about this though.
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#16
As long as you don't make fundamental programming or implementation errors, it should be perfectly safe to run the server on your normal computer.
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#17
You never know.
But so far so good. ;-)
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#18
ok thanks everyone i will try my best to make a simple zombie mod at the least going as close to 24/7 as i can by the end of the school year. Thanks so much for the info!
the only reason it is going to take so long is because i will have to learn whatever language the servers run on (i guess its C++)
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