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One for the experts ...

Posted: Fri Jul 05, 2002 1:24 pm
by Stevie_ROF
Hi all..

My first post here and I start off with a difficult one (for me that is!).

I've been working on a map for about +2 months now.
The mapping has been done (layout of the field is a-ok) but now I need some help from the experts. :)

Let me explain the situation first;

The map consists of a town, a bridge, a forrest part and bunker near a beach (as in omaha).
The goal of this multiplayer team-based objective map (which I want to achieve) is to kill an AI officers which both sides have.
example; The Allied officer is inside the bunker near the beach - The axis have to kill him to win. Same goes for the Allies. They have to kill the German AI officer in the town to win.

Question number one:
I'm don't know sh*t about scripting, and have really no clue of where to start - Could anyone help me out with this script?


Number two;
At the entrance of the village is a bridge. To enter the village the allies must cross the bridge or use the sewer-system. The Axis have some good defend spots for the bridge (some sniper spots in bombed buildings).

(Next is what I would like to have in the map)
The allies will have a hard time crossing the bridge with axis snipers in these buildings so, it would be great to let them activate somekind of trigger (a radio in the bridge house) to get airsupport at those buildings. so, that P47's can drop an egg on it and kill all players near that building.
With the sniper spot hit by the bomb - leaving no-one in that area alive, the allies can quickly cross the bridge safely.

Just like question number one:
I don't have a clue about scripting and I have no idea of where to start..
Could someone help me out on this one either??


Like I said, the map is kinda finished except for the scripting part and I need to add some more "eye-candy".

Ofcourse, anyone who can help me out will get FULL credit for there help!


Should I say please? :)


Stevie_ROF


ps. Please help!

Posted: Fri Jul 05, 2002 2:51 pm
by kdja
The AI Officer part no clue.

But the other one i have kinda.
I wanted somfin similiar so by kinda cheating i placed in a plane on a bombing run (easy enough to do)not usre if im going to use it.
But i made the trigger brush tiny so you had be in a certain spot to activate it.
So in effect when a player stands in this spot the plane triggers its run and bombs where ever you want.
This isnt exactly what you wanted (me either ) but it works .
Allie goes to this preset spot only has to walk into the area and plane kicks in.
I placed it on high ground so actually getting to it was difficult added this tagline to the OBJ
" Allies have lost radio communicatio and need to send a man to high ground to signal a bombing run"
Sux but works :)
If ya want it i can mail it to you.

Kdja

Posted: Fri Jul 05, 2002 4:10 pm
by tstrait72
why not just make it a 'trigger use' next to a transmitter and/or microphone, then the allies would have to get to it and 'use' on it to signal the plane.you could put it by a dead guy who was supposed to be the communications guy to make it look like he got killed and you have to get to him to transmit to the plane.

m4L0

Posted: Mon Jul 08, 2002 1:54 am
by tltrude
If you look in the docs folder that came with you MOHtools, you'll find the map file for m4L0 (a hidden mission in the game). Open that map and zoom to the big building. Inside one of the rooms is two officers and two NCOs. Highlight everything in the room (not the walls) and then open your map. It will ask if you want to copy what you have selected to your map and you should say yes. when your map loads move the group to the nazi building. They should shoot and duck for cover (the little boxes do that) without a script, but AI does not work too well in non-singleplay type games.

To get the game to end when an officer is killed will take a script and for that you should study the scripts used for the objective maps, like obj-team1-2-3 etc... You might find the script for push-cityhall a help, also, because what you want is like a capture the flag game.

Posted: Mon Jul 08, 2002 6:25 am
by Stevie_ROF
Ok I will give that a try (copy from the hidden mission).

That the AI isn't that much in an online game is no problem. I want the AI officers to be rather 'dumb'. They just have to stand somewhere in a room and wait to get killed. No need for them to defend. Well, Just maybe with a pistol or something.


Thanks for the replies,


Stevie_ROF

Posted: Mon Jul 08, 2002 10:00 am
by NathanielPT
Okay, after reading all the posts for this topic I think I can help. Now I am a newbie two so don't be to dissappointed it it doesn't work. Trying to learn MOH scripting has had me wadding through the level scripts of MOHAA it's self. I found this awsome funtion/call called "IsAlive" it returns true if the entity is still alive. Couple that with "waittill death" and you got your dying officers. In my ".scr" file I have these lines of code. When you kill the officer he drops some papers.

droppapers:
if (IsAlive $papersguy)
$papersguy waittill death

println("Dropping papers")
$papers1 show
end


This stops the thread and waits until $papersguy is dead, then the thread continues. So after that you can have what ever you want. Points awared or taken away, game won or lost, what ever. Hope that helps

-- NathanielPT --[/i]

Posted: Mon Jul 08, 2002 10:01 am
by NathanielPT
Okay, after reading all the posts for this topic I think I can help. Now I am a newbie two so don't be to dissappointed it it doesn't work. Trying to learn MOH scripting has had me wadding through the level scripts of MOHAA it's self. I found this awsome funtion/call called "IsAlive" it returns true if the entity is still alive. Couple that with "waittill death" and you got your dying officers. In my ".scr" file I have these lines of code. When you kill the officer he drops some papers.

droppapers:
if (IsAlive $papersguy)
$papersguy waittill death

println("Dropping papers")
$papers1 show
end


This stops the thread and waits until $papersguy is dead, then the thread continues. So after that you can have what ever you want. Points awared or taken away, game won or lost, what ever. Hope that helps

-- NathanielPT --[/i]

RE: Objective: Kill the Officers

Posted: Mon Jul 08, 2002 10:04 am
by NathanielPT
Okay, after reading all the posts for this topic I think I can help. Now I am a newbie two so don't be to dissappointed it it doesn't work. Trying to learn MOH scripting has had me wadding through the level scripts of MOHAA it's self. I found this awsome funtion/call called "IsAlive" it returns true if the entity is still alive. Couple that with "waittill death" and you got your dying officers. In my ".scr" file I have these lines of code. When you kill the officer he drops some papers.

droppapers:
if (IsAlive $papersguy)
$papersguy waittill death

println("Dropping papers")
$papers1 show
end


This stops the thread and waits until $papersguy is dead, then the thread continues. So after that you can have what ever you want. Points awared or taken away, game won or lost, what ever. Hope that helps

-- NathanielPT --[/i]

Posted: Mon Jul 08, 2002 12:56 pm
by Stevie_ROF
NathanielPT thanks,

I think i'll give it a try.. I had to read you post 3 times :lol: before understood it a bit


Tnx

Stevie

Posted: Mon Jul 08, 2002 8:15 pm
by NathanielPT
No problem. If you need anymore help just let me know.