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3 vs 3 and 6 kills?
Posted: Fri Aug 08, 2003 6:03 pm
by {R.E.D}**Duke Justice**
Hi,
First, I could do 90% of my map just by reading posts of people that have had my problems. Read the solutions and applied them. The search function is very good.
My map is coming about and I have 2 problem. Will make another post for the other.
We are beta testing it with my clan and we were 3 vs 3 in obj.
The thing is that when people died, they just had to reselect the exact same weapon they had and respawned... One game, 3 ennemies and 6 kills?
Is there a way to prevent this?
Regards.
Duke
Posted: Fri Aug 08, 2003 10:39 pm
by Alcoholic
level.dmrespawning = 0 //...?
Posted: Sat Aug 09, 2003 6:48 am
by {R.E.D}**Duke Justice**
Hum... good one.
doesn't dm mean deathmatch? my map is obj.
where should I put it? waittillprespawn? elsewhere?
Regards
Duke
Posted: Sat Aug 09, 2003 8:17 am
by Alcoholic
after waittill spawn put level.dmrespawning = 0. it just means you dont respawn until the round ends.
Posted: Tue Aug 12, 2003 9:17 am
by {R.E.D}**Duke Justice**
after trying this, I realized that line was already in the script...
We can still respawn...
Any other suggz guys?
Regards.
Duke
Posted: Tue Aug 12, 2003 9:33 am
by jv_map
Make sure it is
below level waittill spawn and
above level waittill roundstart

Posted: Wed Aug 13, 2003 4:41 pm
by {R.E.D}**Duke Justice**
that is where it was. No compliment from my part, I coppied part of the script from another map.
What should I do next?
Thks
Duke
Here is the script:
// Custom objective confrontation map
// ARCHITECTURE: Bjarne Gr?nnevik, modified by Duke Justice
// SCRIPTING: Bjarne Gr?nnevik, modified by Duke Justice
main:
setcvar "g_obj_alliedtext1" "Protect the bombs"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Blow the bombs"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "confrontation.tga"
level waittill prespawn
exec global/weather.scr 3500 (0.333 0.333 0.359)
//soundtrack "sound/custsnd/rain.mus"
exec global/door_locked.scr::lock
exec global/ambient.scr m5l1b
thread trap_door_mover
exec global/DMprecache.scr
level.script = maps/obj/confrontation.scr
exec global/ambient.scr confrontation
// Initialize the exploder subsystem
thread global/exploder.scr::main
level waittill spawn
// Axis like the bombs unplanted
level.defusing_team = "allies"
// Allies will try to plant the bombs
level.planting_team = "axis"
// Number of targets in this map
level.targets_to_destroy = 2
// Default damage of the bomb
level.bomb_damage = 2000
// Default radius of bomb blast
level.bomb_explosion_radius = 2048
// Set the parameters for round based match
level.dmrespawning = 0 // 1 or 0 (0=no respawn)
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = allies // axis, allies, kills, or draw
// Comment out this line to be able to set the bomb
// when alone on the map ( just for testing )
level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
// "panel_bomb" is the targetname of a bomb in Radiant
thread axis_win_bom
// Start the win check thread for allies
// Start the win check thread for axis
$panel_bomb thread allies_win_timer
end // end of main
// Allied victory test
axis_win_bomb:
// While undestroyed objectives left
while(level.targets_destroyed < level.targets_to_destroy)
// chill out
waitframe
// No objectives left allies win
teamwin axis
end // end allied victory test
// Axis victory test
allies_win_timer:
// At the end Axis win
level waittill allieswin
end // end axis victory test
// pain quand proche du feu
pain:
parm.other hurt 10
end
//------------------------------------------
// trap_door
//------------------------------------------
trap_door_mover:
$trap_door_trigger waittill trigger
$trap_door time 2
$trap_door playsound ("door_wood_open_move" + (randomint(3) + 1))
$trap_door rotateXdown 90
$trap_door waitmove
$trap_door playsound door_wood_open_stop
wait 20
$trap_door playsound ("door_wood_close_move" + (randomint(1) + 1))
$trap_door rotateXup 90
$trap_door waitmove
$trap_door playsound ("door_wood_close_stop" + (randomint(2) + 1))
goto trap_door_mover
end