Rockbound - New OBJ/DM map (Revised!)

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jv_map
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Post by jv_map »

Did you set a level.targets_to_destroy value?
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panTera
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Post by panTera »

and i'm pretty sure it hasn't...

the one and only difference is that 'my' script (a copy of Tom's version) has less console errors because of changing if (self.target != NIL) to if (self.target != "")
also:
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1)) <- this comes from obj_team4.

jv: yes ...:( (?)

i'm sensing trouble, oh man why didn't i just let you guys check everything before releasing ...*smacks forehead*
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Post by panTera »

yes two bombs, but only one needs to be set to win... if i'd set it to 2 the planting team would have to set them both to win


(?, this is a reply to the post below..)
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tltrude
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bombs

Post by tltrude »

Are there two bombs? You have this in the script.

level.targets_to_destroy = 1

Ok I see, you have two bombs for one target--like The Bridge. I set the above value to 2 and it made no difference--it is not even being used.

If there is a problem, it is most likely something to do with the allied timer.
Last edited by tltrude on Sun Apr 10, 2005 9:48 pm, edited 2 times in total.
Tom Trude,

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panTera
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Post by panTera »

Yes, I just tested it without the line "level.targets_to_destroy = 1" and the round ended just like normal. But still I have no clue why the round seems to end as soon as the planting team has been killed instead of after the bomb has been defused.
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tltrude
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timer

Post by tltrude »

I would compare the allied timer parts with The Bridge (both the main script and your obj_dm script).
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panTera
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Post by panTera »

panTera wrote:...the only difference I can think of is that in the standard maps' scripts they placed the '(team)_win_timer' thread below the '(team)_win_bomb' thread.
... would that matter? i know that the win_bomb thread is called by the $bombs and the win_timer is just waiting on the 'level waittill (team)win'.
Btw the _obj_dm.scr was taken from your ef2_axis_station-map, i only removed the //comments
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Post by Bjarne BZR »

panTera wrote:while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1)) <- this comes from obj_team4.
Nope, sorry Pantera but you have been fooled :)
That is not from obj_team4... at least not the stock script. The original uses

Code: Select all

while(level.targets_destroyed < level.targets_to_destroy)
...just like in the tutorial you followed.
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Post by panTera »

:( Well it comes straight out of my pak5.pak, perhaps one of the updates/patches messed with it? Nevertheless, the script seems to work. So do you think using that line would solve the problem of the round ending to soon? I dunno anymore, I now passionately hate scripting even more than I ever did.
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Post by Bjarne BZR »

panTera wrote:So do you think using that line would solve the problem of the round ending to soon? I dunno anymore, I now passionately hate scripting even more than I ever did.
Well, it wouldent hurt. But I really see no error in your way of doing it either. Locs identical in function to me.

This is a special scripting case that is very hard to test on your own :)
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Post by ViPER »

Ive seen it set either way on diff servers. no worries. if its important enough for someone either way, it can be adjusted by the server admin and will work serverside.
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Post by Arro »

I'll be sure to give this map a write up when my computer gets fixed.

Looks great, good job.
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Post by Cheetohs »

I thinks this was a great map! My only complaint would be the lack of 'land marks'..... What i mean is that the level is pretty plain and basic throughout the entire, making it hard to navigate with friends in it.... The windmill and furnace room were two of the more obvious landmarks in it...

What im trying to say is that it is a hard map give nicknames to locations like the stock maps (bridge for example), Sniper House, Car, Sewers, Bridge, Church, Barrel Room.....

I think it would be kind of a 'boring' map to look at and drab, but the gameplay, from what i saw, would be excellent and easily-navigateable... if thats a word ;). Great work on it!
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Post by panTera »

What im trying to say is that it is a hard map give nicknames to locations like the stock maps (bridge for example), Sniper House, Car, Sewers, Bridge, Church, Barrel Room...
ehm.. oh? I really believe there's more than enough 'markings' in the map but you would have to use a little more fantasy. (Long Road, Pillar room, the Hill, Broken Fence, Cablespools, Cardboard boxes, Bed-Chamber, the House, Furnaces, Chimneys, Radio/Map room, Big staircase, Low irongate, BMW bike, MG Bunker, MG Platform,... etcetera.)
Of course I see what you mean but it was a deliberate choice to not clutter the map up with crap and models just for the purpose of 'landmarks'. Thanks for the comments, hehe glad you didn't find any forbidden monkey spots!
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Post by Cheetohs »

i might be able to if i looked.. but iwas just takin a walk through it.... Enjoying the scenery.
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