OSP ruleset

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OSP ruleset

Postby LeopolD » 2011-04-26 20:48:46

Was the OSP ruleset left out on purpose? I think a lot of people would like to see that included.
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Re: Rulesets

Postby foksieloy » 2011-04-27 06:03:58

We had one maintained for a while by Skullhead, but he disappeared.

Feel free to make one, and we will include it. :)
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Re: Rulesets

Postby LeopolD » 2011-04-27 15:22:29

I have the old one here, will have a look.
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Re: Rulesets

Postby LeopolD » 2011-04-27 17:08:31

Took the old one:
CPM references removed.
Correct MG damage and start ammo for TDM.
removed Gravity: from Shotgun defines.

updated zip:
fixed respawn time: 2000 (like in q3 iirc)
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Re: Rulesets

Postby LeopolD » 2011-04-29 13:43:22

new one with weaponrespawn 15 for pro-* maps and support for g_gametype 1 (duel).

added correct MH values for t4 and t7.

can someone upload this to the 'BETA' server for some duels and stuff?

fixed a small typo.
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osp.zip
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Re: Rulesets

Postby LeopolD » 2011-04-30 08:51:58

First try to get a working CPM ruleset, based on the one that came with edawn 1.0.
For whatever reasons I can't get 'SwitchTime: 0' to work.
Other then that, the RL values for knockback and splash radius are most likely wrong, someone with CPM knowledge may want to help out here.
Railgun damage is range-based in current CPM iirc.
Code: Select all
// affects only movements/items

Config
{
   Name: "CPM ruleset"
   Date: "23 Apr 2011"
   Author: "Cyrax"
}

   Switch Time: 0, 0;
   Player Sounds: 58;
   Physics: 7;
   // Air physisc, bit values:
   // 1 - direction control in air
   // 2 - strafe control in air
   // 4 - air stop control
   // CPM physics = 1+2+4

   Accelerate: 15;   
   // ground acceleration
   // set to 15 for CPM physics

   Friction: 8;
   // ground friction
   // set to 8 for CPM physics

   Z Knockback: 40;
   Z Self Knockback: 40;
   // Extra knockback added to direction vector in case of radius(splash) damage
   // CPM physics = 40

   PM Flags: Double Jump + Slope Jumps;

   Jump Velocity: 270, 120;


   Spawn System: 1;
   // 0 - vq3 - select random furthest spot
   // 1 - new - random furthest + avoid unsafe spots

   Ammo Behavior: 2, 3, 0;
   // First value is ammo from weapons on map
   //     0 - VQ3 behavior
   //     1 - QL behavior
   //     2 - CPM behavior
   //     3 - ED behavior
   // Second value is ammo dropped by dead
   //     0 - same as weapon pickup VQ3/QL
   //     1 - same as ammo pickup
   //     2 - remaining ammo in weapon (max is weapon pickup)
   //     3 - remaining ammo in weapon (max is ammo pickup) / CPM
   //     4 - remaining ammo (no max)
   // Third value is override for ammo given when first time picking up a weapon
   //     0 - no override
   //     1 - same as weapon pickup
   //     2 - same as ammo pickup

Armor System {
   Green Limit = 100;
   Yellow Limit = 150;
   Red Limit = 200;

        Green Quality: 0.5;
   Yellow Quality: 0.5;
        Red Quality: 0.75;

}

Items {
   Respawn {
   }
   Amount {
      item_armor_jacket = 50;
      item_armor_combat = 100;
      item_armor_body     = 150;
   }   
}

Weapons {
   Ammo Behavior = 1, 0, 0;
   Offhand Grapple = 0;
   Z Knockback = 40;
   Z Self Knockback = 40;

   Suicide {
      Damage = 0;
      Radius = 0;
      Style = 0;
   }

   Gauntlet {
      Cycle = 400;
      Damage = 50;
      Knockback[*] = 50;
      Weight = 1.0;
   }

   Machinegun {
      Ammo = 100;
      Cycle = 100;
      Damage = 7;
      Splash Damage = 0;
      Regen = 0;
      Radius = 0;
      Knockback[*] = 1.0;
      Knockback Style[*] = Scale;
      Spread = 200;
      Radial = 1;
      Bounce = 0;
      Sky = 0;
      Weight = 1.0;
   }

   Shotgun {
      Ammo = 25;
      Cycle = 1000;
      Damage = 5;
      Splash Damage = 0;
      Pellets: 20;
      Regen: 0;
      Radius = 0;
      Knockback[*] = 1.0;
      Knockback Style[*] = Scale;
      Spread = 1000;
      Radial = 2;
      Style = 0;
      Bounce = 0;
      Sky = 0;
      Weight = 1.0;
   }

   Grenade Launcher {
      Ammo = 25;
      Cycle = 800;
      Damage = 100;
      Splash Damage = 100;
      Speed = 700;
      Regen = 0;
      Radius = 150;
      Knockback[*] = 1.1;
      Knockback Style[*] = Scale;
      Style = 0;
      Bounce = -1;
      Gravity = 1;
      Time to Live = 2500;
      Sky = 0;
      Weight = 1.0;
      Self Damage = 0.5;

   }

   Rocket Launcher {
      Ammo = 25;
      Cycle = 800;
      Damage = 100;
      Splash Damage = 100;
      Speed = 1000;
      Regen = 0;
      Radius = 120;
      Knockback = 1.1, 0.9;
      Knockback Style[*] = Scale;
      Style = 0;
      Bounce = 0;
      Gravity = 0;
      Homing Factor = 0.3;
      Time to Live = 30000;
      Sky = 0;
      Weight = 1.0;
      Self Damage = 0.5;
   }

   Lightning Gun {
      Ammo = 150;
      Cycle = 50;
      Damage = 7;
      Splash Damage = 0;
      Regen = 0;
      Radius = 0;
      Knockback[*] = 1.5;
      Knockback Style[*] = Scale;
      Range = 768;
      Style = 0;
      Bounce = 0;
      Weight = 1.0;
      Sky = 0;
   }

   Railgun {
      Ammo = 25;
      Cycle = 1500;
      Damage: 80;
      Splash Damage = 0;
      Regen: 0;
      Radius = 0;
      Bounce = 0;
      Sky = 0;
      Weight = 1.0;
      Knockback[*] = 0.85;
      Knockback Style[*] = Scale;
   }

   Plasma Gun {
      Ammo = 150;
      Cycle = 100;
      Damage = 20;
      Splash Damage = 15;
      Speed = 2000;
      Regen = 0;
      Radius = 20;
      Knockback = 1.3, 1.1;
      Knockback Style[*] = Scale;
      Style = 0;
      Bounce = 0;
      Gravity = 0;
      Time to Live = 30000;
      Spread = 300;
      Sky = 0;
      Weight = 1.0;
      Self Damage = 0.5;
   }
}

LeopolD
 
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Re: Rulesets

Postby LeopolD » 2011-04-30 10:34:02

New cleaned up version of the osp ruleset.

Edit: I fucked up and enabled aircontrol:P

new version added.
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Re: Rulesets

Postby LeopolD » 2011-05-02 15:31:07

fixed GL jumps not working (took values from ql.cfg, no idea how correct in q3 terms they are).
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Re: Rulesets

Postby LeopolD » 2011-05-03 15:44:23

fixed disappearing footsteps caused by "Dm Flags: 32".
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Re: Rulesets

Postby LeopolD » 2011-05-03 20:30:58

And another update:)
Fix plasma climbing.
Values taken from ql config, maybe not 100% right.
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