ok, i have a few questions for making an objective map
1 how do you get everything strait with bomb planting?
2 how do you set the opening screen
3 how do you set the objectives that r told in the tab screen for obj games
4 (this isnt related to obj but here goes) for a tdm would u use death match spawn points or axis and allies spaenpoints
5 what is an intermission spawn point
please help
OBJ MAPS
Moderator: Moderators
objective
For a true multiplayer objective game you must have an objective type script for your map. Here is an example form The Bridge.
For Team Match games you need allied and axis spawn points. The intermission spawn point is for player view when they are kicked to spectate mode, I think. There is one in the Southern France map in the courtyard looking towards the obelisk.
Code: Select all
// THE BRIDGE
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER
main:
setcvar "g_obj_alliedtext1" "Defend the bridge"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Place an explosive"
setcvar "g_obj_axistext2" "under the bridge"
setcvar "g_obj_axistext3" "to destroy it"
setcvar "g_scoreboardpic" "objdm4"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team4.scr
exec global/ambient.scr obj_team4
thread global/exploder.scr::main
thread global/minefield.scr::minefield_setup
exec global/door_locked.scr::lock
level waittill spawn
level.defusing_team = "allies"
level.planting_team = "axis"
level.bomb_damage = 300
level.bomb_explosion_radius = 1024
// set the parameters for this round/wave based match
level.dmrespawning = 0 // 1 **wave based** or 0 **round based**
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = allies // set to axis, allies, kills, or draw
level waittill roundstart
$bridge_bomb thread global/obj_dm.scr::bomb_thinker
$bridge_bomb2 thread global/obj_dm.scr::bomb_thinker
$bridge_bomb thread axis_win_bomb $bridge_bomb $bridge_bomb2
$bridge_bomb thread allied_win_timer
// thread objectives_setup
end
axis_win_bomb local.bomb1 local.bomb2:
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
wait .1
teamwin axis
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allied_win_timer:
level waittill allieswin
end
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NACF URBAN
- Corporal
- Posts: 26
- Joined: Fri Jun 11, 2004 5:00 pm

