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assanination Tutorial - questions???

Posted: Tue Jan 07, 2003 1:53 pm
by Shifty
After Reading the assanination Tutorial I just have a few questions -

Would it be possible to make it so that you as a team are the guards to this (target) and have to escort him to safety (for argument sake say a plane, whereas the other team have to kill him) - I suppose you would have to put a trigger around the plane, so that when the guy passes through the trigger the objective is complete - Or am I talking rubbish - So I guess what i'm asking is how do I get the guy to follow some1

Posted: Tue Jan 07, 2003 7:02 pm
by Angex
Is this for a multiplayer map, if so I can't help fully.

Well you could add an ai character with a name of 'friendly', and a '#fnum' key of '1'.

Then put 'setthread team1_wins' as the target field of a trigger.

Then in your script add this to the relavent parts:

------------------------------------------------------------------

main:
exec global/ai.scr
exec global/friendly.scr

level waittill spawn

thread target_man
end

target_man:

level.friendly1 thread global/friendly.scr::friendlythink
level.friendly1.friendtype = 1
level.friendly1.distance = 128

thread target_dead
end

target_dead:
if(IsAlive $friendly)
$friendly waittill death
thread team2_wins
end

team1_wins:
//MULTIPLAYER WIN CODE - TEAM1
end

team2_wins:
//MULTIPLAYER WIN CODE - TEAM2
end

------------------------------------------------------------------

If its a single player map, just replace the 'team2_wins' bit with the usual mission complete stuff, or objective complete.

Posted: Tue Jan 07, 2003 7:07 pm
by jv_map
I'm afraid that's not going to work. It's meant to follow the player, whereas in a multiplayer map there is more than one player.

This is much more complicated than you would think at first thought, which is because Mohaa's scripting language (morpheus) was designed for single player games only. The multiplayer part is fairly difficult to script and the available commands don't suffice. That's an annoying problem I ran into when working on my bot stuff.

However, I know a way around it which concerns using triggers on every spawn position to detect new players entering the battle. I know it's a sloppy way but I don't know a better :?. Whenever you've got this working well, the follow code is easy.

Maybe study global/jv_mp_ai.scr that comes with my bot beta map? Do a search for the thread 'action_follow', that's all you need for an AI to follow someone.

hmm

Posted: Wed Jan 08, 2003 12:43 am
by Shifty
I'll take a look through that script then

would it be possible for the the AI to follow the 1st Allied Player that gets to him?

But then if the person escorting him dies would it be possible for a new player to escort him?

It all sounds very hard to do but ill keep pluging away at it

Posted: Wed Jan 08, 2003 1:17 pm
by Slyk
Shifty- will you be giving the AI a fairly high health? Just curious as one lucky or well placed shot would end the round very quickly... at first thought it seems as though it could be a much easier time for the attackers than the defenders...

Second thought, and JV can probably address this, but do you need to put in a ton of path nodes so that the AI can take cover for themselves, etc... and IF so, how many escape routes are there? Seems more than one is best to vary play.

VERY COOL idea, I like it and think it could be a great variation for MP maps! Good luck with it!

Yup

Posted: Wed Jan 08, 2003 1:39 pm
by Shifty
His health would have to equal that of Superman

I'm thinking of putting a plane somewhere for the guy to be escorted to - of course there would be many different ways for you to get there[/i]

Posted: Wed Jan 08, 2003 2:33 pm
by mohaa_rox
Maybe you can try to give the officer a key of "health" and value of "whatever number".

Posted: Wed Jan 08, 2003 8:19 pm
by Angex
"His health would have to equal that of Superman"

Or a medic, look the "t2l3_medic" script file for the Belgium forest map in Spearhead (bastogne - correct spelling?) !

$medic immune suicide
$medic immune crush
$medic immune crush_every_frame
$medic immune telefrag
$medic immune lava
$medic immune slime
$medic immune falling
$medic immune last_self_inflicted
$medic immune explosion
$medic immune explodewall
$medic immune electric
$medic immune electricwater
$medic immune thrownobject
$medic immune grenade
$medic immune beam
$medic immune rocket
$medic immune impact
$medic immune bullet
$medic immune fast_bullet
$medic immune vehicle
$medic immune fire
$medic immune flashbang
$medic immune on_fire
$medic immune gib
$medic immune impale
$medic immune bash
$medic immune shotgun
$medic immune aagun

Jeepers

Posted: Wed Jan 08, 2003 8:47 pm
by Shifty
Lol he's a hard git isn't he

Posted: Thu Jan 09, 2003 10:21 am
by jv_map
$medic nodamage :P :lol: :wink:

Posted: Thu Jan 09, 2003 12:03 pm
by Guest
OR OR OR.... could you give the AI a high health number, BUT if he is killed, respawn him at the starting point? That would change the objective a lot, making it more of a multiple try/time limit.... or maybe.... give the plane a damage model and the attackers have the option of destroying the plane or killing the AI, spawn defending team at two locations, with the plane and with the AI??? Of course, guys have to be competent enough to actually defend the plane and not run off like cowboys....

Kind of a 'free-thought' moment there, sorry! Good luck!

Ok

Posted: Thu Jan 09, 2003 1:02 pm
by Shifty
So Heres what I'm thinking about

An SAS Officer sent to destroy a radar System within a German airfield has been caught and is currently being held in a jail cell beilieved to be somewhere in the airfield complex.

Allied Objectives

Rescue and Escort the Agent to an waiting Plane
Defend the Plane
Complete His Previous Objective

Axis Objectives

I'll Post a quick Setch of what i'm thinking off for the Map Layout so you Guys can gimme some suggestions

oops lol

Posted: Thu Jan 09, 2003 1:03 pm
by Shifty
Axis Objectives

Prevent the Retrieval of the Prisoner
Destroy the Plane
Defend the Radar System

Posted: Thu Jan 09, 2003 1:37 pm
by Shifty
Image

Posted: Thu Jan 09, 2003 1:52 pm
by mohaa_rox
Why not make a TOW map?