Im trying to change the 2 OBJ in V2 to 1.
if one is blown game ends.
i was asked to check it out as a mate thought it would create a completley diffeent set of tactics if only 1 needed to blow.
i added this line to the spawn and prespawn script
level.targets_to_destroy = 1
And it still took the 2.
i can find no reference to it having to be 2 objs.
but both bombs due to their nature are well scripted.
anyone any ideas??
kdja
editing V2 :(
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Wombat
- Colour Sergeant
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- Location: Adelaide, Australia
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from your modified obj_team2.scr
remove
level.targets_to_destroy = 1
this does nothing if the script doesn't check for it
comment out the following lines
// $ctrlroom_explode thread global/obj_dm.scr::bomb_thinker
(this may not need to be done ?, but may remove the bomb etc)
// while (local.bomb2.exploded != 1)
// wait .1
this waits for the ctrlroom bomb, not needed
change these lines to this
allies_win_bomb local.bomb1: // local.bomb2:
remove reference to local.bomb2 ie $ctrlroom_explode
thread allies_win_bomb $v2_explode // $ctrlroom_explode
this will remove the dependence of destroying the v2 THEN the ctrl room
You only have to destroy the V2
You could of course , just delete those things commented out, but then you couldn't repair the script
remove
level.targets_to_destroy = 1
this does nothing if the script doesn't check for it
comment out the following lines
// $ctrlroom_explode thread global/obj_dm.scr::bomb_thinker
(this may not need to be done ?, but may remove the bomb etc)
// while (local.bomb2.exploded != 1)
// wait .1
this waits for the ctrlroom bomb, not needed
change these lines to this
allies_win_bomb local.bomb1: // local.bomb2:
remove reference to local.bomb2 ie $ctrlroom_explode
thread allies_win_bomb $v2_explode // $ctrlroom_explode
this will remove the dependence of destroying the v2 THEN the ctrl room
You only have to destroy the V2
You could of course , just delete those things commented out, but then you couldn't repair the script
Wombat's
Eats roots shoots then leaves...........
Eats roots shoots then leaves...........
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Wombat
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- Posts: 93
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- Location: Adelaide, Australia
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or just copy this
// V2 FACILITY
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER
main:
setcvar "g_obj_alliedtext1" "- Destroy the Control"
setcvar "g_obj_alliedtext2" "Room"
setcvar "g_obj_alliedtext3" "- Destroy V2 Rocket"
setcvar "g_obj_axistext1" "- Defend the Control"
setcvar "g_obj_axistext2" " Room and the V2"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "objdm2"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
//***Flyby Planes
exec global/bomber.scr
//thread flyby
//***Ambient sounds
level.script = maps/obj/obj_team2.scr
exec global/ambient.scr obj_team2
exec global/door_locked.scr::lock
thread global/exploder.scr::main
//thread global/barrel.scr::explosive_barrel
level waittill spawn
level.defusing_team = "axis"
level.planting_team = "allies"
level.bomb_damage = 200
level.bomb_explosion_radius = 2048
// set the parameters for round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
level waittill roundstart
thread flyby
$v2_explode thread global/obj_dm.scr::bomb_thinker
//$ctrlroom_explode thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb $v2_explode // $ctrlroom_explode
$v2_explode thread axis_win_timer
// thread objectives_setup
end
allies_win_bomb local.bomb1: // local.bomb2:
while (local.bomb1.exploded != 1)
wait .1
// while (local.bomb2.exploded != 1)
// wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
flyby:
//***random flyby of plane
wait 1.0
thread global/bomber.scr::bomb 4
thread global/bomber.scr::bomb 5
thread global/bomber.scr::bomb 6
thread global/bomber.scr::bomb 7
wait (randomint(180) + 60)
goto flyby
//Display objectives
//objectives_setup:
//
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Destroy the V2 rocket and the Launch Control Room" //$v2_bomb.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
//end
// V2 FACILITY
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER
main:
setcvar "g_obj_alliedtext1" "- Destroy the Control"
setcvar "g_obj_alliedtext2" "Room"
setcvar "g_obj_alliedtext3" "- Destroy V2 Rocket"
setcvar "g_obj_axistext1" "- Defend the Control"
setcvar "g_obj_axistext2" " Room and the V2"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "objdm2"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
//***Flyby Planes
exec global/bomber.scr
//thread flyby
//***Ambient sounds
level.script = maps/obj/obj_team2.scr
exec global/ambient.scr obj_team2
exec global/door_locked.scr::lock
thread global/exploder.scr::main
//thread global/barrel.scr::explosive_barrel
level waittill spawn
level.defusing_team = "axis"
level.planting_team = "allies"
level.bomb_damage = 200
level.bomb_explosion_radius = 2048
// set the parameters for round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
level waittill roundstart
thread flyby
$v2_explode thread global/obj_dm.scr::bomb_thinker
//$ctrlroom_explode thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb $v2_explode // $ctrlroom_explode
$v2_explode thread axis_win_timer
// thread objectives_setup
end
allies_win_bomb local.bomb1: // local.bomb2:
while (local.bomb1.exploded != 1)
wait .1
// while (local.bomb2.exploded != 1)
// wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
flyby:
//***random flyby of plane
wait 1.0
thread global/bomber.scr::bomb 4
thread global/bomber.scr::bomb 5
thread global/bomber.scr::bomb 6
thread global/bomber.scr::bomb 7
wait (randomint(180) + 60)
goto flyby
//Display objectives
//objectives_setup:
//
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Destroy the V2 rocket and the Launch Control Room" //$v2_bomb.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
//end
Wombat's
Eats roots shoots then leaves...........
Eats roots shoots then leaves...........
-
Kentaro-K.21
- Lance Corporal
- Posts: 20
- Joined: Wed Jul 17, 2002 3:14 pm
- Location: Japan
original script (partial obj_team2.scr)
----------
allies_win_bomb local.bomb1 local.bomb2:
while (local.bomb1.exploded != 1)
wait .1
while (local.bomb2.exploded != 1)
wait .1
teamwin allies
end
----------
modified script (partial obj_team2.scr)
----------
allies_win_bomb local.bomb1 local.bomb2:
while (local.bomb1.exploded != 1 && local.bomb2.exploded != 1)
wait .1
teamwin allies
end
----------
----------
allies_win_bomb local.bomb1 local.bomb2:
while (local.bomb1.exploded != 1)
wait .1
while (local.bomb2.exploded != 1)
wait .1
teamwin allies
end
----------
modified script (partial obj_team2.scr)
----------
allies_win_bomb local.bomb1 local.bomb2:
while (local.bomb1.exploded != 1 && local.bomb2.exploded != 1)
wait .1
teamwin allies
end
----------
-
Wombat
- Colour Sergeant
- Posts: 93
- Joined: Fri Jun 14, 2002 5:10 pm
- Location: Adelaide, Australia
- Contact:
I saw this question a long time ago, and i thought i would just make an Axis_obj_dm.scr, which was a carbon copy of the original, but all the scenarios, were reversed. ie axis plant the bomb, allies defuse it.
Just call global/obj_dm.scr::bombthinker for allies bomb/axis defuse
and
call global/axis_obj_dm.scr::bombthinker for axis bomb/ allies defuse
(i think scorpiomidget used numbers >100 for axis)
seemed to work ok, but...........
Unfortunately it went to hdrive heaven.........
would be easy enough to do again.....sort of a bomb the base map
Just worked out how to do killareas
create trigger_multiple set targetname deathzone( or something more descriptive)
move it to where you want the killarea to reside. size it.....
on the bomb add a [key] $killarea [value] deathzone (note the $ sign)
when the bomb blows, anyone in the deathzone will die........from an obj_dm.scr orientated map.
Just call global/obj_dm.scr::bombthinker for allies bomb/axis defuse
and
call global/axis_obj_dm.scr::bombthinker for axis bomb/ allies defuse
(i think scorpiomidget used numbers >100 for axis)
seemed to work ok, but...........
Unfortunately it went to hdrive heaven.........
would be easy enough to do again.....sort of a bomb the base map
Just worked out how to do killareas
create trigger_multiple set targetname deathzone( or something more descriptive)
move it to where you want the killarea to reside. size it.....
on the bomb add a [key] $killarea [value] deathzone (note the $ sign)
when the bomb blows, anyone in the deathzone will die........from an obj_dm.scr orientated map.
Wombat's
Eats roots shoots then leaves...........
Eats roots shoots then leaves...........