When the timer times out it just starts again, um maybe this should be in bots section, my friend and I played both on allies side (defenders) and when the timer ran down it just started again, is it because we were on the same team?
This for my hood map with bots, you get a win if axis and blow up the hood.
Thanks
proplem no win for allies ............ JV?
Moderator: Moderators
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
This is it pretty much..........
//level.spottarget = NULL
//level.camera_speed = .3
level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 4 // max number of bots
level.axisbots = 4
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 10
level.clockside = "allies" // allies win when timelimit is hit
level.defusing_team = "allies"
level.planting_team = "axis" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 512
level.bomb_explosion_radius = 512
level.jvbot_tasks_priority[follow] = 3
//weapon preferences ***************************************************************
level.jvbot_weapon_priority["m1 garand"] = 0
level.jvbot_weapon_priority["springfield '03 sniper"] = 0
level.jvbot_weapon_priority["thompson"] = 50
level.jvbot_weapon_priority["bar"] = 0
level.jvbot_weapon_priority["shotgun"] = 20
level.jvbot_weapon_priority["high standard"] = 0
level.jvbot_weapon_priority["colt 45"] = 0
level.jvbot_weapon_priority["bazooka"] = 0
//level.jvbot_weapon_priority["mauser kar 98k"] = 0
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 0
level.jvbot_weapon_priority["mp40"] = 50
level.jvbot_weapon_priority["stg44"] = 0
level.jvbot_weapon_priority["walter p38"] = 0
level.jvbot_weapon_priority["panzerschrek"] = 0
$bomb thread global/jv_obj_dm.scr::bomb_thinker
level.routelist[bomb] = top::boilerroom //::lower
//level.routelist[bomb] = top
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
while !(level.roundstart)
wait 0.5
thread axis_win_check
wait 1
$hood2_intro playsound hood2_intro
end
axis_win_check:
//level.spottarget = NULL
//level.camera_speed = .3
level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 4 // max number of bots
level.axisbots = 4
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 10
level.clockside = "allies" // allies win when timelimit is hit
level.defusing_team = "allies"
level.planting_team = "axis" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 512
level.bomb_explosion_radius = 512
level.jvbot_tasks_priority[follow] = 3
//weapon preferences ***************************************************************
level.jvbot_weapon_priority["m1 garand"] = 0
level.jvbot_weapon_priority["springfield '03 sniper"] = 0
level.jvbot_weapon_priority["thompson"] = 50
level.jvbot_weapon_priority["bar"] = 0
level.jvbot_weapon_priority["shotgun"] = 20
level.jvbot_weapon_priority["high standard"] = 0
level.jvbot_weapon_priority["colt 45"] = 0
level.jvbot_weapon_priority["bazooka"] = 0
//level.jvbot_weapon_priority["mauser kar 98k"] = 0
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 0
level.jvbot_weapon_priority["mp40"] = 50
level.jvbot_weapon_priority["stg44"] = 0
level.jvbot_weapon_priority["walter p38"] = 0
level.jvbot_weapon_priority["panzerschrek"] = 0
$bomb thread global/jv_obj_dm.scr::bomb_thinker
level.routelist[bomb] = top::boilerroom //::lower
//level.routelist[bomb] = top
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
while !(level.roundstart)
wait 0.5
thread axis_win_check
wait 1
$hood2_intro playsound hood2_intro
end
axis_win_check:
allied_win_timer
Couldn't there be a delay in the allied_win_timer thread and a while statement to prevents axis victory if the allies win?
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
I need to do more testing but from memory my bridge map had no trouble with the timer and this is the code I used in it. I will do more tetsing and get back to this thread.
Its all a bit wierd, I hate releasing maps with mistakes in em.
level waittill spawn ///////////////////////***********************************************************
thread scientistidle
$good_soldier exec global/disable_ai.scr
$good_soldier thread salute
$guy1 exec global/disable_ai.scr
$guy2 exec global/disable_ai.scr
$guy4 exec global/disable_ai.scr
//thread flyby
level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 9 // max number of bots
level.axisbots = 4
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 6
level.clockside = "axis" // axis win when timelimit is hit
level.defusing_team = "axis"
level.planting_team = "allies" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 128
level.bomb_explosion_radius = 128
level.jvbot_tasks_priority[follow] = 3
level.jvbot_weapon_priority["bazooka"] = 5
level.jvbot_weapon_priority["panzerschrek"] = 5
level.jvbot_weapon_priority["springfield '03 sniper"] = 0
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 0
level.routelist[bomb2] = back::front
$bomb thread global/jv_obj_dm.scr::bomb_thinker
$bomb2 thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
thread tanks
while !(level.roundstart)
wait 0.5
thread allied_win_check
level.camera_speed = 1.4
end
Its all a bit wierd, I hate releasing maps with mistakes in em.
level waittill spawn ///////////////////////***********************************************************
thread scientistidle
$good_soldier exec global/disable_ai.scr
$good_soldier thread salute
$guy1 exec global/disable_ai.scr
$guy2 exec global/disable_ai.scr
$guy4 exec global/disable_ai.scr
//thread flyby
level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 9 // max number of bots
level.axisbots = 4
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 6
level.clockside = "axis" // axis win when timelimit is hit
level.defusing_team = "axis"
level.planting_team = "allies" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 128
level.bomb_explosion_radius = 128
level.jvbot_tasks_priority[follow] = 3
level.jvbot_weapon_priority["bazooka"] = 5
level.jvbot_weapon_priority["panzerschrek"] = 5
level.jvbot_weapon_priority["springfield '03 sniper"] = 0
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 0
level.routelist[bomb2] = back::front
$bomb thread global/jv_obj_dm.scr::bomb_thinker
$bomb2 thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
thread tanks
while !(level.roundstart)
wait 0.5
thread allied_win_check
level.camera_speed = 1.4
end


