3 vs 3 and 6 kills?

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{R.E.D}**Duke Justice**
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3 vs 3 and 6 kills?

Post by {R.E.D}**Duke Justice** »

Hi,

First, I could do 90% of my map just by reading posts of people that have had my problems. Read the solutions and applied them. The search function is very good.

My map is coming about and I have 2 problem. Will make another post for the other.

We are beta testing it with my clan and we were 3 vs 3 in obj.

The thing is that when people died, they just had to reselect the exact same weapon they had and respawned... One game, 3 ennemies and 6 kills?

Is there a way to prevent this?

Regards.

Duke
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Post by Alcoholic »

level.dmrespawning = 0 //...?
{R.E.D}**Duke Justice**
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Post by {R.E.D}**Duke Justice** »

Hum... good one.

doesn't dm mean deathmatch? my map is obj.

where should I put it? waittillprespawn? elsewhere?

Regards

Duke
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Post by Alcoholic »

after waittill spawn put level.dmrespawning = 0. it just means you dont respawn until the round ends.
{R.E.D}**Duke Justice**
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Joined: Thu Aug 07, 2003 9:09 pm

Post by {R.E.D}**Duke Justice** »

after trying this, I realized that line was already in the script...

We can still respawn...

Any other suggz guys?

Regards.


Duke
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Post by jv_map »

Make sure it is below level waittill spawn and above level waittill roundstart :wink:
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{R.E.D}**Duke Justice**
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Post by {R.E.D}**Duke Justice** »

that is where it was. No compliment from my part, I coppied part of the script from another map.

What should I do next?

Thks

Duke

Here is the script:

// Custom objective confrontation map
// ARCHITECTURE: Bjarne Gr?nnevik, modified by Duke Justice
// SCRIPTING: Bjarne Gr?nnevik, modified by Duke Justice
main:
setcvar "g_obj_alliedtext1" "Protect the bombs"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Blow the bombs"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "confrontation.tga"
level waittill prespawn
exec global/weather.scr 3500 (0.333 0.333 0.359)
//soundtrack "sound/custsnd/rain.mus"
exec global/door_locked.scr::lock

exec global/ambient.scr m5l1b
thread trap_door_mover

exec global/DMprecache.scr
level.script = maps/obj/confrontation.scr
exec global/ambient.scr confrontation
// Initialize the exploder subsystem
thread global/exploder.scr::main
level waittill spawn
// Axis like the bombs unplanted
level.defusing_team = "allies"
// Allies will try to plant the bombs
level.planting_team = "axis"
// Number of targets in this map
level.targets_to_destroy = 2
// Default damage of the bomb
level.bomb_damage = 2000
// Default radius of bomb blast
level.bomb_explosion_radius = 2048
// 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 = allies // axis, allies, kills, or draw
// Comment out this line to be able to set the bomb
// when alone on the map ( just for testing )
level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
// "panel_bomb" is the targetname of a bomb in Radiant
thread axis_win_bom
// Start the win check thread for allies
// Start the win check thread for axis
$panel_bomb thread allies_win_timer
end // end of main

// Allied victory test
axis_win_bomb:
// While undestroyed objectives left
while(level.targets_destroyed < level.targets_to_destroy)
// chill out
waitframe
// No objectives left allies win
teamwin axis
end // end allied victory test

// Axis victory test
allies_win_timer:
// At the end Axis win
level waittill allieswin
end // end axis victory test

// pain quand proche du feu
pain:
parm.other hurt 10
end

//------------------------------------------
// trap_door
//------------------------------------------

trap_door_mover:

$trap_door_trigger waittill trigger
$trap_door time 2
$trap_door playsound ("door_wood_open_move" + (randomint(3) + 1))
$trap_door rotateXdown 90
$trap_door waitmove
$trap_door playsound door_wood_open_stop
wait 20
$trap_door playsound ("door_wood_close_move" + (randomint(1) + 1))
$trap_door rotateXup 90
$trap_door waitmove
$trap_door playsound ("door_wood_close_stop" + (randomint(2) + 1))

goto trap_door_mover

end
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