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Multiple objectives - 1 for Axis / 1 for Allies
Posted: Wed Nov 03, 2004 8:48 pm
by mcunha98
Hi,
Well, i make a map and put 1 objective for each team.
Ok, but the objective of axis (in my case, explode a sherman tank) dont work, the bomb (i use the nemesis flak 88 tutorial to guide) pulse in front to tank, but this dont work.
My question is, exists some sample or tutorial like i make a dual objective (1 for each team) ????
Allies objective
Axis objective

Posted: Fri Nov 05, 2004 1:55 pm
by mcunha98
Nothing reply ?!?!
This is very hard ???
Posted: Fri Nov 05, 2004 4:02 pm
by lizardkid
well, i think you're looking for either a script fix for the script file (i think some1 made 1) or a TOW style map, do you have SH?
Posted: Sat Nov 06, 2004 5:00 am
by mcunha98
lizardkid wrote:well, i think you're looking for either a script fix for the script file (i think some1 made 1) or a TOW style map, do you have SH?
I have SH, but in what SH is relative to my question ?
Posted: Sat Nov 06, 2004 5:20 am
by lizardkid
TOW, that almost seems more suited to your needs. but it looks like we lsot the TOW tuts along wit hthe others, try planetMOH?
i dont personally know how to do it

Posted: Sat Nov 06, 2004 5:37 am
by Grassy
I have SH, but in what SH is relative to my question ?
There is no relevance, could be AA SH BT or PA for that matter.
What you need to decide is what are the outcomes you require for each objective? For example, say allis complete their objective, and axis haven't, what's the outcome? Same for the other way around.
What happens if no one completes an objective, does the game have a time limit?
Once you have mapped out a rough story board of the possible game play, then you can start making the script track the objectives and react to them either way to create the outcome.
Sounds to me like your game needs to be more TOW style.
So define your variables to track the objectives to something like this:
level.dmrespawning = 1 // can players re-spawn? 1=yes 0=no
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = draw // set to axis, allies, kills, or draw
level.alliedobjective = 0 // set allied obj to 0 = not done yet
level.axisobjective = 0 // set allied obj to 0 = not done yet
Now if the game times out and no objectives have been met then it's a draw. To define a winner after a bomb has gone off increment the variable with level.alliedobjective++ or level.axisobjective++ then call the thread for end match checking and check the variables for each team.... something like this.
check_endmatch:
//this thread called after a bomb has blown
if ( level.alliedobjective ==1 )
{
//play a nice ending movie for allies
teamwin allies
}
else
{
//show axis ending movie
teamwin axis
}
end
Does that help you at all?
Grassy
Posted: Mon Nov 08, 2004 6:32 pm
by Bjarne BZR
It shouldent be a problem to do a "dual objective". The trouble is that say if you want to have a bomb objective for each team; you cant use the regular "bomb objective" setup, because this presupposes one team to set and one to defuse.
What you need to do is to set up the bombs yourself. My suggestion to you is to copy and rename the existing bomb objective scrips and modify them to support bombs for both teams.
It may take some hard work, or it may take you 10 minutes depending on how good a scripter you are.