I am starting with a blank page
Noob Question: Basic Dm Script
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Noob Question: Basic Dm Script
Are there any Tutorials on creating a Basic dm .scr
I am starting with a blank page
I am starting with a blank page
- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
- Contact:
- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
- Contact:
Why not read the stuff that ships with Radiant *sigh* 
basic scripts.doc wrote:Multiplayer specific
1. The first entities to add when creating a multiplayer map, will be info_player_deathmatch, right click anywhere on the mapping grid and select Info > Player > Deathmatch. In normal deathmatch gameplay mode, players will spawn in these entities. When creating a team deathmatch map, you must add info_player_axis entities, and info_player_allied entities, you can add these entities the same way you added deathmatch entities. If you add an info_player_start entity it will be used as the spectator start, where the player chooses his team.
2. The most important part to creating multiplayer levels is the scripting. Below is the basic deathmatch script:
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "My map!"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mymap"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mymap.scr
exec global/ambient.scr mymap
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waittill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
3. Next you must create a precache file, named yourmap_precache.scr, but this time all you need to add is:
exec global/DMprecache.scr
4. To create a loading screen for your map, you must create a 512x512 32-bit .tga image named textures/mohmenu/dmloading/mymap.tga, you can do this in most any image editing software. To make your map load this image, you must create a scripts/yourmap.shader file, and a ui/loading_yourmap.urc file. Please see mymap.shader and loading_mymap.urc for examples of these files. Note: If you see, setcvar "g_scoreboardpic" "mymap" from the deathmatch script, you?ll notice that it calls scoreboard picture from your .shader file, so remember to keep the names exactly the same.
5. Deathmatch maps must be placed in maps/dm folder, and deathmatch-objective maps must be placed in maps/obj folder. Place your .bsp, .scr and *_precache.scr files in these folders.
