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Multi-Gametype FPS starter kit Version 1.1

Multi-Gametype FPS starter kit Version 1.1
Name:Zod
Date Posted:Dec 14, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Zod

Blog post
This is an updated version of the original kit. I fixed various scripting errors, added a new Deathmatch mission as well as new background and crosshair graciously supplied by Jove Chiere. This build has an updated spawn system which allows for greater flexibility for mission authors. It allows you to specify what type of spawn to use by changing the sphereWeight parameter in the spawnsphere objects instance. I have also aded in switching of seats while in a vehicle though there is no model in the kit that can utilize it. A small changelog is included but if you are merging you are best of using differencing program between the versions.

Download via fileplanet: mgstarter.zip

Mirror (Provided by Martin Schultz):
mgstarter.zip

Feel free to mirror, I'm sure people will appreciate it!

Enjoy!

SG Light editor fix. Apparently I did not include the light editor with the starter kit. Here is a functioning version. Simply extract into you MGStarterv1.1 directory. sgLightEditorFix.zip

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List:12/14/06 - Multi-Gametype FPS starter kit Version 1.1
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Vashner   (Dec 15, 2006 at 00:29 GMT)
Thanks..

Dave D   (Dec 15, 2006 at 00:37 GMT)
Yea, this is great! Thanks

N R Bharathae   (Dec 15, 2006 at 01:08 GMT)
Excellent! Can anyone mirror this so we don't have to use Fileplanet?

Martin Schultz   (Dec 15, 2006 at 05:43 GMT)
I hate fileplanet. Could you e-mail it me and I mirror it on my server?

Zod   (Dec 15, 2006 at 06:53 GMT)
Thank you guys.
Edited on Dec 15, 2006 15:39 GMT

Martin Schultz   (Dec 15, 2006 at 08:14 GMT)
Got it, thanks. :-)

Here's my mirror link: mgstarter.zip

Jeff Murray   (Dec 15, 2006 at 18:45 GMT)   Resource Rating: 5
ABSOLUTELY AWESOME! You ROCK! :D

Thanks again for a GREAT resource.

David Montgomery-Blake   (Dec 15, 2006 at 22:07 GMT)
My site mirror and MediaMax site mirror

Rex   (Dec 16, 2006 at 19:08 GMT)
Thanks, Zod! Your 'default' is so well done. Is it possible to include the taunt system[voice/text] over the chatHud?? I did all the voiceTaunts for our UTv436mod BADLANDS...and would love to have those connected. I finessed[fixed: got text over the messageHud] a developed system for our TGE version of the theme[worked ok], but it seemed to already in place, but needed someone to bring it forward...;)? I'd even fire up a recorder and do some new ones...lol, work up some rude retort scripts and I'll provide a 'voice' actor[indyStyle]....lol. Interested?

...and it is correct? That the engine used is a nonModified build? Stock?

...and, oh. I have a female mesh[animated], how can I get her to appear thru the UI?
Edited on Dec 16, 2006 19:17 GMT

Dunsany   (Dec 19, 2006 at 14:34 GMT)   Resource Rating: 5
Thanks again for a great resource.

Zod   (Dec 19, 2006 at 21:32 GMT)
Rex: You would have to add some type of guitextctrl to the playgui and direct the taunt messages to that. This kit allready has a quick chat feature which includes a taunt section. It is just a matter of editing that section.

Yes it is a non-modified TGE build. Totally stock out of the box TGE C++

I do not understand the question about the demale char. Do you mean add to the game as a player object? If so, then it is just a matter of creating the proper datablock and letting CommonGame know to use it in the ::createPlayer function.

Rex   (Dec 20, 2006 at 17:15 GMT)
Thanks, I'll be poking around the HUD, must be confusing this resource with a playerSelection which had a choice for female player, although I thought it appeared as a choice in the MP setup?? It will take me some time to follow what is going on, although I already see the parallels to T][ and the grenades... I'm trying to put together a 'trap-like' mine object. Like a leghold trap, toss it out and it opens up and waits for a collision, then latches on and drains away health...the projectiles just wouldn't do it; I see the need to create another object and let it take over...thanks again.
Edited on Dec 20, 2006 17:15 GMT

William Baker   (Dec 22, 2006 at 16:01 GMT)   Resource Rating: 5
Hello,

I left a post on the original Pack thread and wanted to verify that the kit works or not with TGE 1.5. Thank you for this outstanding kit.

Zod   (Dec 22, 2006 at 19:59 GMT)
Willian, this kit is using 1.5 and will also work with 1.4.2
Rex, no, no female selection, in fact no player selection at all. For the legtrap, I would work it like the grenades .

Joseph R.   (Dec 26, 2006 at 17:12 GMT)
awesome, thanks so much for this
I've already incorporated the zoom/sniper feature and the particle beam used at the CTF points.

Chris Mooney   (Jan 12, 2007 at 09:06 GMT)   Resource Rating: 5
Great contribution Zod, this starter kit has certainly taught me alot. Althought everything about it is amazing, I do have one problem I can't seem to get around.

In the world editor once I start up the lighting kit menu. As soon as I click on the "Light DB" or "Lighting Model" drop-downs torque quickly freezes and crashes :\. I've worked for a good part of the day trying to figure out with no success. In console:

"onwake state

sgLightDBList

-1
Cannot find menu item 1001 for setMenuItemChecked.
Cannot find menu item 1002 for setMenuItemChecked."

Would appreciate any help. Thanks, Chris.

Zod   (Jan 12, 2007 at 20:38 GMT)
Chris, it looks like I was missing some gui files for the light editor. I put them in and get the same crash. I believe it has to do with the light editors gui profiles. I'll take a look and post a fix if possible. Thanks for letting me know.

Chris Mooney   (Jan 12, 2007 at 22:10 GMT)   Resource Rating: 5
No problem, I debugged and get this message:
guiscrollctrl.cc at line 108.
"Failed to create the bitmap array"

Just reporting incase its any help, I've still been looking at it, but can't say im any closer. Although im only really a novice scripter. Hopefully you have more luck :).

Chris

Zod   (Jan 12, 2007 at 22:56 GMT)
Fix is up Chris. SG Light editor fix. Apparently I did not include the light editor with the starter kit. Here is a functioning version. Simply extract into you MGStarterv1.1 directory. sgLightEditorFix.zip

Chris Mooney   (Jan 12, 2007 at 23:37 GMT)   Resource Rating: 5
ooo thank you! Very big thank you :). Works perfectly!

Chris

Maxim Lyulyukin   (Jan 17, 2007 at 13:40 GMT)   Resource Rating: 5
The greatest thing that i ever seen on gg resources, helps a lot...
also i'd like say about "Mechina" mod for Tribes2 game, it rocks me.. very impressive
also i tried to make mech modificaions and some sort of game on TGE, but fails, cause i am bad programmer :(
and i'd like to contact with u to make some sort of collaboration...
also i did some art for this pack in my free time and send u link...

Alexander Brown   (Jan 24, 2007 at 14:05 GMT)
This looks great ZOD, id love to use some of it in my game, like the voting system and gamemodes. Any way i could just take bits and peices from this, with your ok?

Also if it is OK,since i have 1.5, if i have any problems with it could i PM you on TW?
Edited on Jan 24, 2007 14:15 GMT

Zod   (Jan 26, 2007 at 06:36 GMT)
@Alex
You can use anything you want, part or whole. But I warn most of it is interlinked so ripping pieces out would be no small task. PM away.

@Maxim
Thanks contact away, I would love some content for the kit ;)

Jason Burch   (Feb 26, 2007 at 17:11 GMT)   Resource Rating: 5
How hard would it be to add arcane fx to this?

Javier Canon   (Mar 02, 2007 at 06:35 GMT)   Resource Rating: 5
This resource rocks!.

Zod, In your plans do you have to make a objetive mission (and them maybe a "freeze tag") ?

Jason Burch   (Mar 02, 2007 at 15:27 GMT)   Resource Rating: 5
You could use this as a resource for your objective missions

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11601

Zod   (Mar 04, 2007 at 05:31 GMT)
@acehart
It was written so that you can have many many different game modes with different rules. Like "Freeze Tag". Though freeze tag would require engine changes to work properly as there is currently no way to disable player movment aside from removing client control and thats imo poop.

Really you just need to look at the *Game.cs scripts. Pull out the game specific scripting and insert new game script. DefaultGame.cs is the "base" that all new ones are built on.

@Jason
I can't see what it wouldn't. Any scripting would have to be relocated. You would not be able to just drop in arcane fx scripts.

Jason Burch   (Mar 09, 2007 at 20:40 GMT)   Resource Rating: 5
I implemented the old spell resource in minutes just fine.

I don't need anything fancy

Oh and I made the grenades sticky so that they will stick to whatever you throw them at like a vehicle, building, or even a player.

I've even made my own loading images for my maps that display fine in the starting kit.

Awesome job

Jason Burch   (Mar 16, 2007 at 17:08 GMT)   Resource Rating: 5
How about class selection?

Zod   (Mar 18, 2007 at 00:36 GMT)
Class selection would require additional player datablocks for each class, a gui for selection and a modification of the CommonGame::createPlayer function so it uses the selected player class data.

Marc-Andre Vachon   (May 11, 2007 at 20:27 GMT)
Do someone port it to TGEA already? I like the features already script in that starter kit and I'd like to use it as a base to avoid to rewrite all the same stuff. So if nobody have ported it, is there a way to know what's need to be change for it to work with TGEA.?

William Baker   (Jun 26, 2007 at 16:11 GMT)   Resource Rating: 5
Hello,

Just wondered if this will work with the latest version of TGE 1.5.2

Zod   (Jun 29, 2007 at 19:23 GMT)
William - Yes it is fully compatible.

JohnnyD   (Jul 11, 2007 at 21:17 GMT)   Resource Rating: 5
Hi guys,

I've read almost all the complete forums and this was just what I needed to get me started.
There is a little but, didn't find an answer anywhere.
I want this starterpack to run over the internet.
So here is what I did :
on the server side:
I opened up all ports from 28000 to 28200.
I altered common/prefs/prefs.cs to $pref::Master0 = "2:192.168.9.43:28000";
did the same in common/scripts/server/default.cs
and started the dedicated link wich came with the pack

on the client side :
I opened up all ports from 28000 to 28200.
I altered common/prefs/prefs.cs to $pref::Master0 = "2:192.168.9.43:28000";
did the same in common/scripts/client/default.cs

I start the client and I do querylan and it works perfect.
But here comes the but.... when I tried this on another client outside the lan where I tried every possible combination to get it to work over the internet it didn't work.
Changed the local ip's to the wan ip's on the clientside and so on.
The strange thing is when I check my ports with shields up and I know this from experience and the application is running the port should be open or stealth but they are closed.

Could someone help me out here I'm sitting almost a week on this problem.

Thnx in advance,
Johnny
Edited on Jul 11, 2007 21:30 GMT

Stevenup7002   (Sep 21, 2007 at 17:31 GMT)
Great resource, but I noticed a bug to report, when you start a multiplayer game and the clock starts, the clock will count up until the next key number is called. E.G: Match starts in 30 seconds will make the timer go to 00:30 and count up to 00:45. Match starts in 15 seconds will make the timer go to 00:15 and count up to 00:20.

@JohnnyD

Don't change that bit, leave it on the garagegames master server so other people will be able to use it. The master server stores the locations of all the servers, so when it contacts your address, it has no addresses stored. Alas, no servers are found. So set it back to the gg server.
Edited on Sep 21, 2007 17:33 GMT

Gibby   (Dec 19, 2007 at 21:56 GMT)
Greets All...

Zod, great resource! I'm curious if there is any documentation for SMS - I've searched for it but not found any. The reason I ask is that I'm having trouble gettting bots to work. They don't appear to be able to have an inventory. If I use the commands from the TDN doc and do this:

new AIPlayer(Bob) { datablock = "PlayerBody"; position = LocalClientConnection.camera.getPosition(); };

Bob.mountImage(CrossBowImage, 0);

Bob.incInventory(CrossbowAmmo, 5);

new AIPlayer(Dirk) { datablock="PlayerBody"; position=LocalClientConnection.camera.getPosition(); };

Bob.setAimObject(Dirk);

Bob.setImageTrigger(0,1);


...I get this error in the console:

common/scripts/server/shapeBase.cs (158): Unable to find object: 'CrossbowAmmo' attempting to call function 'getName'


...and I will hear the "Fire Empty" sound. In addition, if I kill a bot, its weapon is not left behind. This leads me to believe that the bots don't have access to the SMS inventory. Any ideas?


PEACE

G

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