There are 3 main things to change in the sd gsc to bas. I am a noob at this but i have managed to get a custom gametype recognized and run in game. So if there is any1 that can help it would be much appreciated.
1) in sd 1 team is designated as attacker and 1 as defender. i need to turn both teams into attackkers and defenders ( i think lol). I think this is the script to change in the sd gsc:
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maps\mp\gametypes\_spawning::create_map_placed_influencers();
level.spawn_axis_start = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_sd_spawn_defender" );
level.spawn_allies_start = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_sd_spawn_attacker" );
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this scripting looks to set the allies auotmaticly as the attacker
2)there is a bomb that has to be picked up in order to plant an eplosive, this needs to be changed so that any1 can plant with out having to pick up a bomb. i think the part to change is in here:
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bombs()
{
level.bombPlanted = false;
level.bombDefused = false;
level.bombExploded = false;
trigger = getEnt( "sd_bomb_pickup_trig", "targetname" );
if ( !isDefined( trigger ) )
{
maps\mp\_utility::error("No sd_bomb_pickup_trig trigger found in map.");
return;
}
visuals[0] = getEnt( "sd_bomb", "targetname" );
if ( !isDefined( visuals[0] ) )
{
maps\mp\_utility::error("No sd_bomb script_model found in map.");
return;
}
precacheModel( "weapon_explosives" );
visuals[0] setModel( "weapon_explosives" );
if ( !level.multiBomb )
{
level.sdBomb = maps\mp\gametypes\_gameobjects::createCarryObject( game["attackers"], trigger, visuals, (0,0,32) );
level.sdBomb maps\mp\gametypes\_gameobjects::allowCarry( "friendly" );
level.sdBomb maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_bomb" );
level.sdBomb maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_bomb" );
level.sdBomb maps\mp\gametypes\_gameobjects::setVisibleTeam( "friendly" );
level.sdBomb maps\mp\gametypes\_gameobjects::setCarryIcon( "hud_suitcase_bomb" );
level.sdBomb.allowWeapons = true;
level.sdBomb.onPickup = ::onPickup;
level.sdBomb.onDrop = ::onDrop;
}
else
{
trigger delete();
visuals[0] delete();
}
level.bombZones = [];
bombZones = getEntArray( "bombzone", "targetname" );
for ( index = 0; index < bombZones.size; index++ )
{
trigger = bombZones[index];
visuals = getEntArray( bombZones[index].target, "targetname" );
bombZone = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, (0,0,64) );
bombZone maps\mp\gametypes\_gameobjects::allowUse( "enemy" );
bombZone maps\mp\gametypes\_gameobjects::setUseTime( level.plantTime );
bombZone maps\mp\gametypes\_gameobjects::setUseText( &"MP_PLANTING_EXPLOSIVE" );
bombZone maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_PLANT_EXPLOSIVES" );
if ( !level.multiBomb )
bombZone maps\mp\gametypes\_gameobjects::setKeyObject( level.sdBomb );
label = bombZone maps\mp\gametypes\_gameobjects::getLabel();
bombZone.label = label;
bombZone maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defend" + label );
bombZone maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defend" + label );
bombZone maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_waypoint_target" + label );
bombZone maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_target" + label );
bombZone maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
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3) in sd when an explosive is planted the others disappear, i need to have all explosive stay even when 1 is planted.
4) in sd there is only 2 explosives to plant i need to add a 3rd. this is probably the easiest to change.
if there is any1 that can help in any section it would be greatly appreciated
thanks