force spectate
Moderator: Moderators
3D
Not sure you can, but you can force everyone into 3D mode.
setcvar cg_3rd_person 1
0 - turns it back off. You can also force them all to watch from a camera location.
setcvar cg_3rd_person 1
0 - turns it back off. You can also force them all to watch from a camera location.
Code: Select all
missle_explode:
level.missle_destroyed = 1
$watch_camera fov 70 2
setcvar cg_3rd_person 1
$watch_camera watch "$missle_burn" 0
if (level.missle_gone == 0)
{
$watch_camera watch "$silo_origin" 0
}
$watch_camera cut
cuecamera $watch_camera
local.fire3 = spawn script_model
local.fire3 model models/emitters/missile_explosion.tik // was fx/fx_flak88_explosion.tik
local.fire3.origin = $missle.origin + (0 0 0)
local.fire3.scale = 3
local.fire3 anim start
if (level.missle_gone == 1) // Skips these if missile is in silo.
{
//wait .4
$mexplode2 anim start
wait .4
$mexplode1 anim start
}
$missle stoploopsound
$mexplode1 playsound v4_explode_snd
wait .2
exec global/earthquake.scr 3 .5 0 0
$missle_fire unbind $missle
$missle_fire.scale = 5
$missle_fire anim start
$missle2 show
$missle2 unbind $missle
$missle remove
$missle_fire bind $missle2
$missle_burn moveto $missle2
$missle_burn move
$engine_1 anim stop
$engine_2 anim stop
$rocket_steam1 anim stop
$rocket_steam2 anim stop
$ventfire1 anim stop
$ventfire2 anim stop
$mexplode2 anim stop
$engine_lite remove
$missle_burn anim start
$missle2 notsolid // Falling missile
$missle2 speed 150
$missle2 time 6 // was 8
$missle2 moveto $silo_origin
if (level.missle_gone == 1) // Skips these if missile is in silo.
{
$missle2 rotateY 30
$missle2 rotateZup 95
}
$missle2 waitmove
$silo_clip remove
$missle_burn remove
local.fire7 = spawn script_model
local.fire7 model models/emitters/missile_explosion.tik
local.fire7.origin = $missle2.origin
local.fire7.scale = 3
local.fire7 anim start
$silodoor_left remove
$silodoor_right remove
exec global/exploder.scr::explode 1
thread kill_gawkers
$v4_startup_speaker playsound v4_explode_snd
exec global/earthquake.scr 3 .5 0 0
thread pusher
$missle2 hide
wait 10
$missle_fire anim stop
teamwin allies
wait 3
setcvar cg_3rd_person 0
end
spawn
Hmmm, have you tried removing all the spawn spots after the last player joins the game? Come to think of it, isn't there a game type setting that makes everyone wait in spectate until the last guy on one team is killed?
That thread is from the map "Gotterdammerung". A brillent conversion of a StarWars Jedi Outcast map called "Kejim". It has been transformed into a Nazi ICBM base! This isn't your typical "V2 Facility" map because the Allied Players can shoot the missile down as it takes off. Axis Players must try to keep the silo doors closed, and prevent the allied players from stopping the countdown, or destroying their final hope for victory!
That thread is from the map "Gotterdammerung". A brillent conversion of a StarWars Jedi Outcast map called "Kejim". It has been transformed into a Nazi ICBM base! This isn't your typical "V2 Facility" map because the Allied Players can shoot the missile down as it takes off. Axis Players must try to keep the silo doors closed, and prevent the allied players from stopping the countdown, or destroying their final hope for victory!
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Re: spawn
thanks tl, i thought the code was some kind of ''sound effect/view effect'' initiated when a player is foreced into spectate.tltrude wrote:
That thread is from the map "Gotterdammerung". A brillent conversion of a StarWars Jedi Outcast map called "Kejim". It has been transformed into a Nazi ICBM base! This isn't your typical "V2 Facility" map because the Allied Players can shoot the missile down as it takes off. Axis Players must try to keep the silo doors closed, and prevent the allied players from stopping the countdown, or destroying their final hope for victory!
i'm not f****** angry, i'm from philadelphia .





