limiting like omaha

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NACF URBAN
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limiting like omaha

Post by NACF URBAN »

i need to know how to limit team boundarys like in the omaha maps. if this has anything to do with scripts youll have to rujn me thru it
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bdbodger
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Post by bdbodger »

Not sure what you mean like minefields or player clip brushes ?
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NACF-URBAN
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Post by NACF-URBAN »

where it says "axis not allowed past trench"
Bjarne BZR
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Post by Bjarne BZR »

Sounds like you are talking about a modified version of Omaha, because the original version does not have tha boundary you describe.

How exactly does it work, can yu describe it in detail to us?
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At0miC
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Post by At0miC »

I know what he means, normaly, the axis players can go over the bank to the beach, but in the modified omaha beach, the axis players will die when they want to go over the bank. So the axis players can't go to the beach. :wink:
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Post by Bjarne BZR »

Well here is a quick one that should work once you calibrate the origins and sizes of the 2 triggers:

Code: Select all

spawn_axis_kill_triggers:
	// Spawn the trigger that will warn the Axis
	// ( preferably on the ridge )
	local.trigger = spawn trigger_multiple "setthread" "warn_axis"
	// example values:
	local.trigger.origin = ( 0.0 0.0 0.0 )
	// example values:
	local.trigger setsize ( -50 -50 -50 ) ( 50 50 50 )
	
	// Spawn the trigger that will kill the Axis
	// ( preferably just below the ridge )
	local.trigger = spawn trigger_multiple "setthread" "kill_axis"
	// example values:
	local.trigger.origin = ( 100.0 0.0 0.0 )
	// example values:
	local.trigger setsize ( -50 -50 -50 ) ( 50 50 50 )
end

warn_axis:
	// parm.other is the triggerer
	if(parm.other.dmteam == axis) {
		if(parm.other.i_have_been_warned != 1) {
			parm.other.i_have_been_warned = 1
			parm.other iprint "No Axis on the beach!" 1
		}
	}

end

kill_axis:
	// parm.other is the triggerer
	if(parm.other.dmteam == axis) {
		parm.other stufftext "say I am a stupid and dead Axis."
		wait 2 // make him wait for it :)
		parm.other hurt 666
	}
end
... put it last in the map script ( after the last end ).

Activate it by putting this after level waittil roundstart:

Code: Select all

thread spawn_axis_kill_triggers
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