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Just Curious

Posted: Thu Jul 09, 2009 4:08 pm
by AdmiralVon
I was playing around with the script of the SP version of the Omaha Beach map. I made it so the gunners and machine guns are visible as soon as u get out of the boat. I also made it so you can use the guns. I am working on trying to make it playable in multiplayer and still have all the AI as well as have the boats coming in. I have created spawn points but cannot figure out where to put them in the script because i still spawn in the boat when i go to test it. I was just going to have the players spawn on the beach instead of in the boat cause then you would get stuck if you spawned out there again. Is there a way to have the players stuck in there location until the boats come in so they dont get a head start? Also i noticed that the Mg42's in that map have absolutely no effect on anyone whatsoever. The bullets go straight through them. Is there a way to make it so the Mg42's can hurt players and is there also a way to get rid of automatically taking damage when your not behind cover. Is there also a way to get rid of automatically taking damage if u go back to the beach after blowing the barbed wire. Oh and how do you make it so only one player can have a sniper rifle so the axis dont get killed by snipers. I know its a lot to ask but I think it would be cool if this actually would work.

Posted: Thu Jul 09, 2009 6:33 pm
by $oldier Of Ra
You cannot, and I repeat cannot play a map in multiplayer with the default AI in it. Only by modification of the AI and managing the entire system yourself (ie. jv_bots) you can play multiplayer with AI.

Code: Select all

removeclass actor 
will make short work of the AI.

Posted: Thu Jul 09, 2009 7:35 pm
by AdmiralVon
Is there still a way to fix the Mg's so they can hurt other players? Even without the AI?

Posted: Thu Jul 09, 2009 8:18 pm
by Rookie One.pl
AFAICR the MG targetting logic is somewhere in the map's script. Look for the setAimTarget command in the script and write your own logic that targets particular players instead of the $player array (which is, I assume, cast to $player[1], which is the reason only one player is being shot at).

Posted: Thu Jul 09, 2009 8:40 pm
by AdmiralVon
No what I mean is the Mg's in that map have no effect on anyone. In that mission you get hit automatically if your not behind cover. I tested the Mg's and found out that the bullets dont hurt players they just go straight though them. Is there a way to make it so the bullets dont travel through the players they actually damage them.

Posted: Fri Jul 10, 2009 10:57 am
by $oldier Of Ra
Perhaps...

Code: Select all

$my_mg bulletdamage 35

Posted: Fri Jul 10, 2009 1:14 pm
by jv_map
If I remember correctly those mg's have spawnflag FAKE_BULLET. Not sure if that can be circumvented via script alone :?.

Maybe replace them with a newly spawned mg, or you could hack the spawnflags in the bsp...