hello
i need help.
ok i have a single palyer map i renamed and now want to take the players and ai out and remove a piece of fence and add multiplayer spawnpoints.
so i read u can edit the script with the level loaded so i started up mohaa loaded the map and brung down the consol typed editscript and the the script editor apeared.
this is as far as ive got i tried deleting stuff the single players were still tehr but the ai wasnt working then it crashed.
so i am thinkg do i add to the script instead of deleting it to take stuff out
if so can u give me an example of the script i could use to take players out and ai .this would be good maybe help me understand the script a bit more to actually type somethng in and see it work.
niceone
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dragon013
-
Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
1. you'd need seriously complex algorithms and a LOT of time to figure out the default names for all the AI spawned and the info_player_start node's name. plus you'd want to get rid of all pathnodes since those take up a lot of compile space.
generally though, SP maps that are converted to MP are A BAD THING, the whole thing is a choke point and the map isnt designed for good team play, it was meant for different things entirely.
generally though, SP maps that are converted to MP are A BAD THING, the whole thing is a choke point and the map isnt designed for good team play, it was meant for different things entirely.
hmmn
yeah i htought i better go to scripting forum being as its going that way.
yeah i played on a couple of levels someone else has converted a few, and your right it does bottle neck .but the conversoin is only the begining of the plan the next step would be to decide were the bottle necks r and place objectives these objectives would block the allies advance .then the next step would be if possible is have the spawn points change when a objective is complete.say the allies spawn at the begining and the axis spawn near the first objective then allies advance and take the objective the axis players would then start to spawn near the second objective, then the allies start to spawn at the first objective.maybe go on like that through 3 objectives and have a final one ,could have a timer on it to see who does it faster.
i feel a million miles away from that but would like to give it ago
niceone
yeah i played on a couple of levels someone else has converted a few, and your right it does bottle neck .but the conversoin is only the begining of the plan the next step would be to decide were the bottle necks r and place objectives these objectives would block the allies advance .then the next step would be if possible is have the spawn points change when a objective is complete.say the allies spawn at the begining and the axis spawn near the first objective then allies advance and take the objective the axis players would then start to spawn near the second objective, then the allies start to spawn at the first objective.maybe go on like that through 3 objectives and have a final one ,could have a timer on it to see who does it faster.
i feel a million miles away from that but would like to give it ago
niceone
dragon013
it almost sounds to me like you want a TOW map.. do you have SH?
well, decompiling is really a very inaccurate process. it doesnt work very well at all, many many brushes go missing and just about every entity does too. thats why i was saying it'd be realy complex. what map are you decompiling and editing, it might guve us a clue as to what you want.
well, decompiling is really a very inaccurate process. it doesnt work very well at all, many many brushes go missing and just about every entity does too. thats why i was saying it'd be realy complex. what map are you decompiling and editing, it might guve us a clue as to what you want.
yeah
i have spearhead but not installed at the mo .
m2/1 is the map im working its good really i only had to get rid of one fence and opened the whole map up.
can seem to see teh script for add axis spawn and add allied spawn
yeah i found it it was stairing me in the face couldnt see for looking.
maneged to delete a fence
this is the script ive managed to get together so far
main:
level waittill spawn
wait 1
removeclass Actor
waitframe
exec global/DMprecache.scr
exec global/ambient.scr m2l1
wait frame
$main_gate delete
$gate_clip remove
end
also posted on mapping forum somee other stuff to do with scripting
niceone
nice one
m2/1 is the map im working its good really i only had to get rid of one fence and opened the whole map up.
can seem to see teh script for add axis spawn and add allied spawn
yeah i found it it was stairing me in the face couldnt see for looking.
maneged to delete a fence
this is the script ive managed to get together so far
main:
level waittill spawn
wait 1
removeclass Actor
waitframe
exec global/DMprecache.scr
exec global/ambient.scr m2l1
wait frame
$main_gate delete
$gate_clip remove
end
also posted on mapping forum somee other stuff to do with scripting
niceone
nice one
dragon013
-
Cobra {sfx}
- First Lieutenant
- Posts: 193
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