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aha

Posted: Fri Sep 24, 2004 9:16 am
by Dragon013
this mornig it is all mutch clearer .
ok so if i convert the single player map to .map file i can go in radiant load it up and find the things i want to delete ,how do i find out what it is called like truck2 ?also how does it no weather its a multiplayer map/deathmatch/objective.i used the dm script u have on the web site
for a map i am making to test but i dont no is it worked or not theres no sound so i guess not and when i press tab it comes up with single player objective bit.

cool i habe been mesing with the script u left havent deleted antything yet but the ai has gone and i added ambientsound the sound thing makes a little more sence now.i get this error becuse i havent got snow sounds.

error playsound: snd_step_equipment needs alias in ubersond.scr
error playsound: snd_step_snow needs alias in ubersond.scr

i tried putting it in my self but i must of done it wrong it stopped all the script working.




nice one

script

Posted: Fri Sep 24, 2004 11:49 am
by Dragon013
hello i have messed about with t e script abit

main:
level waittill spawn
wait 1
removeclass Actor
waitframe

exec global/DMprecache.scr
exec global/ambient.scr m2l1

// Axis spawn modifier
thread move_spawn_to_point (3888 1744 -312) (3562 516 -194)
thread move_spawn_to_point (3840 1216 -306) (5479 -173 -333)
thread move_spawn_to_point (3072 1408 -306) (3715 -67 -450)
thread move_spawn_to_point (3680 1888 -274) (4257 -571 -382)
// Allied spawn modifications
local.mod_vector = (768 512 0)
thread move_spawn_to_point ( -1080 4976 -136) (( -1080 4976 -136) +

local.mod_vector)
thread move_spawn_to_point ( -984 5192 -144) (( -984 5192 -144) + local.mod_vector )
thread move_spawn_to_point ( -896 5424 -152) (( -896 5424 -152) + local.mod_vector )
thread move_spawn_to_point ( -1128 5200 -136) (( -1128 5200 -136) + local.mod_vector

)
thread move_spawn_to_point ( -1104 5328 -152) (( -1104 5328 -152) + local.mod_vector

)
thread move_spawn_to_point ( -944 5136 -144) (( -944 5136 -144) + local.mod_vector )
thread move_spawn_to_point ( -1000 4944 -144) (( -1000 4944 -144) + local.mod_vector

)
thread move_spawn_to_point ( -1048 5232 -144) (( -1048 5232 -144) + local.mod_vector

)
thread move_spawn_to_point ( -816 5144 -152) (( -816 5144 -152) + local.mod_vector )
thread move_spawn_to_point ( -1232 5168 -136) (( -1232 5168 -136) + local.mod_vector

)
thread move_spawn_to_point ( -912 5040 -128) (( -912 5040 -128) + local.mod_vector )
thread move_spawn_to_point ( -1048 5096 -136) (( -1048 5096 -136) + local.mod_vector

)
thread move_spawn_to_point ( -800 5240 -144) (( -800 5240 -144) + local.mod_vector )
thread move_spawn_to_point ( -816 5344 -144) (( -816 5344 -144) + local.mod_vector )
thread move_spawn_to_point ( -984 5312 -144) (( -984 5312 -144) + local.mod_vector )
thread move_spawn_to_point ( -1160 5112 -136) (( -1160 5112 -136) + local.mod_vector

)
thread move_spawn_to_point ( -920 5264 -144) (( -920 5264 -144) + local.mod_vector )
thread move_spawn_to_point ( -1008 5424 -152) (( -1008 5424 -152) + local.mod_vector

+ (0 -10 0) )

local.master= spawn ScriptMaster


end

is this kinda what it gonig to be but instead of thread_move_spawn would it be thread_add_spawn.i take it the first set of numbers in brackets r were the spawn point is and the second lot of numbers in brackets is were u want them to spawn .

also on removing a fence how would i no what is called i have converted the map into a .map file so i can find stuf but ii dont how to find what it is called like truck2 or fence u no what i mean.

niceone

Posted: Fri Sep 24, 2004 2:26 pm
by lizardkid
well, taht aspect you need to know mapping. i asume you have MOHRad, you'll need to chekc the various tuts we have here on how to manipulate brushes, how to find out entity propeties... etc etc

yes man

Posted: Sat Sep 25, 2004 8:18 am
by Dragon013
i can delete stuff in map now

john bon jovi and jim morrisom

what a mix

u a cowboy

so i thought i check it out wow helena city looks mental some of the archutecture is amazing and teh place its like in th e middle of the mountains looks cool place to live. specialy like the cathidral .

how mutch is a house out there?

nice one

Posted: Fri Nov 05, 2004 1:24 pm
by WarTech
bdbodger wrote:This is a script for one of the single player maps . I understand that you can remove different classes of entities other than just actor . In this script I got the targetname of several of the things that needed to be removed and just used them . I think this maybe mission 1 not sure I renamed it when I did this test . I didn't spawn any spawnpoints in this test but this is all I have I accidentally deleted a dir that I had saved things in .

main:
level waittill spawn
wait 1
removeclass Actor
waitframe


$hahaha connect_paths
$ending_save_player connect_paths
$ending_save_player remove
$hahaha remove
$door_right connect_paths
//$door_right remove
$door_left remove
$newtruckclip remove
$temptruck2 remove
$temptruck1 remove
$truckclip remove
$endshutterR remove
$endshutterL remove
$door remove
$doorL remove
$doorR remove
$exploderchunk remove
$explodersmashed remove
$exploder remove
$rshutter remove
$lshutter remove
$endshutterR2 remove
$endshutterL2 remove
$truckclip2 remove
$endshutterR3 remove
$endshutterL3 remove
$toss remove
$deadtruck remove
$clippy remove
$2ndtruckclip remove
$door_end_left remove
$door_end_right remove

end
Hi there:

Here is a link on a fully working map script for this one:

/forum/viewtopic.php?t=9025&highlight=obj+tdm

Look for posts number 80.