main:
setcvar "g_obj_alliedtext1" "Stop The Terrorists"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "Destroy the Plane"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "cna"
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/city_nights_airport_obj.scr
exec global/ambient.scr city_nights_airport_obj
thread global/exploder.scr::main // Initialize the exploder subsystem
level waittill spawn
level.defusing_team = "allies"
level.planting_team = "axis"
level.targets_to_destroy = 1
level.bomb_damage = 300
level.bomb_explosion_radius = 3000 // Default radius of bomb blast
// Set the parameters for round based match
level.dmrespawning = 0 // 1 or 0 (0=no respawn)
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
// level waittill roundstart // Comment out this line using '//' before it to be able to set the bomb when alone on the map ( just for testing )
$panel_bomb thread global/obj_dm.scr::bomb_thinker // "panel_bomb" is the targetname set on the bomb in MOHRadiant
thread axis_win_bomb
$panel_bomb thread allies_win_timer
end // end of main
// Axis victory test
axis_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy) // While undestroyed objectives left
waitframe // chill out
teamwin axis // No objectives left axis win
end // end axis victory test
// allies victory test
allies_win_timer:
level waittill allieswin
end // end allies victory test
Change "level.clockside = axis" to "level.clockside = allies" and it should work. The bomb must be targetnamed "panel_bomb" in the map.
This is what happens with your current script--after you fix the above line:
The Allies will win after 5 minutes, if the bomb has not gone off.
The bomb blast will kill (300 damage) every player within 3000 units of it.
I don't see why you are asking if it is going to work without testing it yourself first? The script is set for one player testing. Have you never played an objective game?
i don't question people capabilities in scripting i was just pointing in that the planting and clockside teams were the same, it may of been that you wanted allies to be on clockside, meaning that when the clock ran out the allies would win, that was all
hope this helps, prob not cos it's all foreign 2 me :-/
tltrude wrote:I don't see why you are asking if it is going to work without testing it yourself first? The script is set for one player testing. Have you never played an objective game?
I don't play obj. If all you need to do is say yes or no I don't see why you are asking me that. Besides if i can ask someone here and get an answer before I take the hours it takes to test this new obj map, I'm gonna ask man.
and i'd just like to ask tltrude, if play testing as axis, to playtest... would you just sit there and wait for the time limit to run out to make sure the allies win, or plant the bombs
hope this helps, prob not cos it's all foreign 2 me :-/
No, I would change the time in the script to one min. And, I could test it in the game in less time then it takes to post the question here. As a matter of fact, the script can be edited while the game is running too--by typing editscript in the console.