<div class="moz-text-flowed" style="font-family: -moz-fixed">Anti spawn-kill roofs     by [!!!]Harlekin

Version 1

All content is  by their respective owners. Well, if i need to add someone 
special here, just let me know.

The invisible anti spawn-kill clips (in the following being referred to as 
"spawn-kill roofs" or "roofs") were inspired by Chruker who once released a 
similar script on the EtPro forums. They were written to prevent players 
from spawn-killing and reduce administrative work on "No spawn-kill 
servers". They are based on scripts that come with EtPro 3.2.6 and some from 
the EtPro forums at http://bani.anime.net/etpro.

The roofs are protecting spawn-areas in open spaces like on Seawall Battery 
at the beach. For example, an axis fieldops throws an airstrike marker down 
into one of the allied beach spawn-areas. He will get a message saying 
"Aborting, cannot see target!", same with artillery. Mortar shells would 
just go off on top of the invisible roof and do no damage inside the 
spawn-area. The only possible way to spawn-kill with these scripts is to use 
Flamer/Panzer or Mobile MG. Light weapons, as well as riflenades, do not 
count as spawn-kill on [!!!]Hirntot-Community servers.

Known bug: Mortar rounds, fired in a low angle, can fly in below an 
invisible roof. Problem is, if the roof is on a lower height than it is now, 
no nades or airstrike markers could be thrown out (they would simply bounce 
off). But that is a rather small issue.
Spawn-areas which can be captured/reclaimed/constructed/destroyed are not 
protected with roofs, beause they are fully fightable on 
[!!!]Hirntot-Community servers.

Special thanks to Jade for the trigger on Siwa Oasis and [!!!]Weird*Al who 
made the nice commandmaps. I also like to thank all the people who play on 
the [!!!]Hirntot-Community public servers and tested these scripts. 
Alternate commandmaps are included to show the protected areas. To use these 
commandmaps on your server, copy the regarding z_*mapname*.pk3 into the 
server mod folder (etpro/noquarter/etpub). Please do not edit these files to 
show your respect to the work done.

Scripts were tested with EtPro 3.2.6 and NoQuarter b1.0.4 / b1.1.0. But they 
should be working with all mods that support EtPro mapscripts. This is the 
first public release. If you encounter bugs or just like to give me some 
feedback for improvements or whatever, feel free to do this via the forums 
at http://www.hirntot.org or by mail to admin[at]hirntot.net




You can see and test these scripts in action on the following servers:
et.hirntot.org:27960	[!!!]Hirntot	EtPro		standard maps
et2.hirntot.org:27960	[!!!]Hirnlos	EtPro		standard/custom maps
et3.hirntot.org:27960	[!!!]Hirnschlag	NoQuarter	standard/custom maps




Install note EtPro:
Put the *.script files into the /etpro/etpromapscripts folder and add the 
following to the server config
set b_mapScriptDirectory "etpromapscripts"

Install note NoQuarter:
Put the *.script files into the /noquarter/etpromapscripts folder and add 
the following to the server config
set g_mapScriptDirectory "etpromapscripts"

Install note EtPub:
Put the *.script files into the /etpub/etpromapscripts folder and add the 
following to the server config
set g_mapScriptDirectory "etpromapscripts"




Description of the protected spawn-areas (including info on other etpro 
mapscripts used by default in these scripts):

Radar
	allies house
	axis forward hut


Railgun
	axis house
	allies camp
Note:	6 axis players can spawn at the tower while depot yard is not captured 
or before ammo has been delivered to the crane


Goldrush/Sw Goldrush Te
	allies first spawn
	allies tank spawn, 60 seconds after tank has been stolen
	axis second spawn


Siwa Oasis/SW Siwa Oasis B3
	allies camp spawn
	allies old city after the wall has been blown
	axis garrison Spawn
Note:	in sw_oasis_b3, a colorful spam message has been added to announce if 
someone opens the tunnel gate by hand before the wall has been blown. It is 
hard to notice that on busy public servers due to excessive kill messages 
being displayed in the cpm area.


Seawall Battery
	both allies beach spawns
Note:   allies can blow the back door permanently with dynamite, axis can 
spawn at the command post at start and when built


Fueldump
	allies first spawn
Note:	Allies will automatically spawn at the command post when built and 
tank is through tunnel. 2 axis players can spawn in the fueldump building 
storage room


Venice
	allies first spawn
	axis second spawn


Dubrovnik
	axis/allies spawn


Dubrovnik (no roof jump)
	axis/allies spawn
	clip to prevent jumping on the roofs


ET_Beach
	allies beach spawn
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