laundry list of holes in my mapping knowledge.

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Splaetos
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laundry list of holes in my mapping knowledge.

Post by Splaetos »

ease my ignorance =)

1) -Spawn Points Ive often seen it printed... 'you can have 32 axis, 32 ally and/or 64 ffa spawns' So... what happens if you have more? And am I correct in reading that as I can add as many dm spawns for ffa as I want, without effecting the 'overall number'?

2) -ok... i seem to have forgotten or answered the rest of my general questions... ah well... how bout a specific one then eh?


Is it possible to start a thread, or assign a variable a value as the result of a func_crate being destroyed?

Here is the problem in more detail... I have moving shutters in my map, that produce sound when they move. The shutters are not doors, but func_crates, so they are able to eb destroyed. The crates themselves, do not produce sound(or move) so thier movements and sounds are bound to script origins(actualy the sounds are tied to dummy models) As a result of this setup, the triggers for the shutters will still attempt to move the shutters once they are destroyed(which i can live with, cause its not a huge deal) but the sounds also will continue to play. When a shutter gets destroyed, i need the sounds associated with it to stop, or the thread that controls all the sounds and movements to not be activated.
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tltrude
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life

Post by tltrude »

Your shutters are entities that have life, so you can have the script stop the sounds when a shutter is not alive.

while (1)
{
if !(isalive $shutter1)
{
$shutter1_speaker stoploopsound
break
}
wait .1
{

That "!" symbol means "is not".

===================================

If you go over 64 spawnponits, and get over 64 players in the game, the game will lag real bad! I normally only use 32 total spawnpoints for each game type. You can have both multiplayer (the green ones) and team (blue and red) spawn points in the same map. But, always, only one info_player_start (the gold one).

The green ones, for ffa, must be hidden from eachother to prevent spawn killing. Placing the team spawns can be tricky too, because you don't want to give one team an advantage over the other. And, you want both teams to get to the central killing zone at the same time.

Anyway, those are my thoughts.
Tom Trude,

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Splaetos
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Post by Splaetos »

thanks for the 411.

About the spawns, if you have more then 64 spawns, but not active at the same time, or at any rate, there will never be more then 64 people in the server, it has no ill effects? My spawns will be going on and off quite a bit.

ah and while im begging for wisdom...

d -Will moh run midi's? or just wav and mp3?
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tltrude
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spawn

Post by tltrude »

Put as many spawn points as you like, but it is silly to have more than 64--unless you are going to turn a bunch of them off--they need targetnames for that. In the obj_team3 map (Ohmaha multiplayer) there are 59 axis and 43 allied spawn points, but about half of each are turned off (hidden) at any one time.

I have never heard of anyone using a midi sound file in Mohxx. You can always convert it to wav or mp3.
Tom Trude,

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Splaetos
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Post by Splaetos »

ya, I know all about turning spawns off and on... ive made 3 functinonal maps(one of which ill never finish heh) and they all have changing spawns.

I make mostly objective maps with respawning... changing spawn poitns based on situation and/or objectives can add alot more versatility. In this map, the spawns will change based on what areas(flags) you have captured.


ive been wondering if its possible(or more not too annoying) to add a spawn delay for all players through scripting on an AA map. SH of course has it built in... but only way I can think to do it is with a constant player scan... which might be more annoying in the map then its worth...

maybe...

while !(isalive $player[1])
{
wait 5
$player[1] respawn
}

arrays and dealing with scripting for players is not my strong suit =(

ps- anyone familiar with mefy's mods know why they conflict with SH's spawn delay? Our server runs voodoo dolls on stalin, which is actualy pretty fun, but it would be so much better if I could get the spawn delay to work with the mod.
When I am king, you will be first against the wall~
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