85 lines
3.9 KiB
Markdown
85 lines
3.9 KiB
Markdown
# TWS T6 Zombies scripts
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Plutonium T6 versions of the T5 server scripts. Defaults live in the scripts,
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just like T5. There is no separate TWS config file or database setup.
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| File | Role | Dependencies |
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| --- | --- | --- |
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| `tws_t6_common.gsc` | Shared HUD values, helpers and first-spawn dispatcher | Stock T6 |
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| `tws_t6_hud.gsc` | Match/round timers, name, zombie count and health bar | Common |
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| `tws_t6_afk.gsc` | `.afk` / `.back`, protection, movement and weapon blocking | Common |
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| `tws_t6_lock.gsc` | Lock at round 20; clear password on game over | Common, HUD |
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| `tws_t6_telemetry.gsc` | HTTP JSON round updates, enabled by default | t6-gsc-utils |
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## Install
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1. Copy these five `tws_t6_*.gsc` files into `Plutonium/storage/t6/scripts/zm/`.
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2. For telemetry, install [t6-gsc-utils v3.1.1](https://github.com/alicealys/t6-gsc-utils/releases/tag/v3.1.1)
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in `Plutonium/plugins/` and restart the server process. The other four scripts
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do not require that plugin.
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3. Restart the map to load script updates.
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If updating an existing deployment, **remove `tws_t6_db.gsc` and
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`tws_t6_bank.gsc` from the server script directory**. Copying the remaining files
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will not remove those old scripts. Remove any `exec server.example.cfg` added for
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the earlier version. Neither a database nor that config file is used anymore.
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Source `.gsc` files load directly under Plutonium's
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[documented T6 script layout](https://plutonium.pw/docs/modding/loading-mods/).
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Keep the filenames and `scripts/zm` location so shared references resolve.
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To omit telemetry, remove its script; disabling it at runtime does not remove
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its plugin dependency during linking.
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## Defaults, matching T5
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- HUD values live in `tws_t6_common::common_config()`. That function and
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`ensure_config()` came from T5; they initialize in-script values and do not
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load a config file. The requested fullscreen corner alignment is retained.
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- AFK uses T5's native `level waittill("say", message, player)` listener.
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`.back` restores movement and weapons immediately, then ends protection after
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two seconds. The T6 control/weapon fix remains in place.
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- Lock uses T5's HUD round/game-over notifications. Default threshold is 20.
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As in T5, it clears `g_password` at startup and game over.
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- Telemetry is enabled by default and posts to
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`http://192.168.1.199:3000/api/telemetry`. Set `tws_server_id` to the exact,
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case-sensitive Electric Cherry registry name; missing or overlong names
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disable reporting with a console diagnostic.
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The optional dvars already present in T5 are still supported: `tws_lock_round`,
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`tws_server_id`, `tws_telemetry_url`, and `tws_telemetry_enabled` (`0` disables
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telemetry). None require a separate config file. If earlier settings are already
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set on the server, they still override these defaults.
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## Round telemetry
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Telemetry runs directly in GSC using t6-gsc-utils. Configure the exact Electric
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Cherry registry name and full endpoint in your existing server configuration:
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```cfg
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set tws_server_id "t6_zombie_town_1"
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set tws_telemetry_url "http://192.168.1.199:3000/api/telemetry"
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```
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It sends the first occupied positive round and subsequent round changes:
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```json
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{"event":"round_change","server":"t6_zombie_town_1","round":17,"players":4}
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```
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Delivery is asynchronous, with one in-flight request and one replaceable pending
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observation. Transport failures retry at most three times (1/2/5 seconds), retiring
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snapshots older than 15 seconds or superseded by a newer round. Transport success
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does not establish API acceptance. These reports update Fleet; they do not send
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beta boot, session, feature or match-completion evidence.
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## Validation
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All five scripts compile for T6 PC with gsc-tool 1.4.10. To repeat:
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```powershell
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.\tools\check.ps1 -CompilerPath C:\path\to\gsc-tool.exe
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```
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Compilation does not verify engine/plugin linking or gameplay. T6 differences,
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research sources and live checks are in [NOTES.md](NOTES.md).
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