objective complete round end .... coop

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

objective complete round end .... coop

Post by small_sumo »

I want to know what to add to my script (working with a trigger for allies only) to get it so when you reach a certain destination ( a trigger at end of level) you get the victory thing and the round ends.

What I am wanting to do (scorpio and wombat are neck deep in work and I have to learn myself one day) is make my regular obj or dm level , and then include another level in multiplayer (eg obj) of the same map where you have a little coop game. Take out the bad guys as you wind your way through the level and eventually get to the end round trigger and become victorious.

I would like it so that at the end you get a list of how we all did who died so many times who fragged the most badguys.

Also how would you get it so that you can only join allies and you won't have the auto team balance kick in.?

These are all the issues I can think of at the monment. I guess in time I will learn all this cos wombat is doing an ai level for the upcomeing snowey looking map we are doing with scorpio and I can find out then.

So if you have the time for this and want to help me get brainy then I thank you very much.

One more thing (when will this guy shuuut up !) I have wombats tut for moveing vehecles that will take of at round start . Howdo you get it so you hit a trigger for it to happen?

The script looks like this....

level waittill spawn

$truck drive $truckpath 200 100 40 128 // speed, acc/dec , close to nodes, lookahead..
$truck waittill drive // wait until the end is reached
$truck stop // stop the truck, sometimes it keeps going if you don't...
Mirek
Colour Sergeant
Posts: 77
Joined: Mon Jul 08, 2002 2:12 am
Location: Melbourne, Australia
Contact:

Post by Mirek »

I don't know about the rest but I can maybe help you with the truck.


Firstly, in MohRadiant -

Set up the trigger multiple where you want it and in it's properties - 'n' key - put in the following key/values

KEY: setthread
VALUE : truck_drive


Also give it a targetname so you can delete once used-

KEY: targetname
VALUE : truck_trigger


You could also enter -

KEY: cnt
VALUE : 1


to make the trigger a once only event. Good idea if you are using a single trigger only.


then,

In your script place Wombats truck drive inside a thread so it would look like this.

truck_drive :

$truck_trigger remove // removes the trigger/s

$truck drive $truckpath 200 100 40 128 // speed, acc/dec , close to nodes, lookahead..
$truck waittill drive // wait until the end is reached
$truck stop // stop the truck, sometimes it keeps going if you don't...

end



When u go through the trigger it will activate the truck_drive thread, delete the trigger/s and start the truck moving.

You can use as many triggers as you like if you need to cover several or large areas as long as you give them all the same 'targetname' value


Hope it helps out,

Mirek
Mapping !!! Who needs sleep anyway !?!?!?
Mirek
Colour Sergeant
Posts: 77
Joined: Mon Jul 08, 2002 2:12 am
Location: Melbourne, Australia
Contact:

Post by Mirek »

OHH Yeah....


Also Make sure that the truck_drive thread in your script is placed after the

level waittill spawn

Cheers
Mirek
Mapping !!! Who needs sleep anyway !?!?!?
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

Post by small_sumo »

Set thread truckdrive, in the trigger. Thats what I didnt do. Thanks for takeing the time.

Have a good day.

:)
Post Reply