Rockbound - New OBJ/DM map (Revised!)
Moderator: Moderators
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
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*
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*
bombs
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.
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.
timer
I would compare the allied timer parts with The Bridge (both the main script and your obj_dm script).
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
... 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'.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.
Btw the _obj_dm.scr was taken from your ef2_axis_station-map, i only removed the //comments
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Nope, sorry Pantera but you have been fooledpanTera wrote:while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1)) <- this comes from obj_team4.
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)-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Well, it wouldent hurt. But I really see no error in your way of doing it either. Locs identical in function to me.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.
This is a special scripting case that is very hard to test on your own
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!
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
.:c|H|EE|TO|H|s|:.

Need a thorough map tester? Shine the Cheetohs signal!

Need a thorough map tester? Shine the Cheetohs signal!
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
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.)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...
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!


