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Advancing Spawns

Posted: Fri Feb 25, 2005 2:45 am
by MPowell1944
I know that you can assign targetnames to spawns to disable/enable them. What I need to know is how you would do that via a trigger that either team would hit. To define my question. How would I enable/disable spawns as either team advances/retreats? Say the allies trigger the advanced spawns but soon afterward are pushed back. Would I have to setup triggers all over the map for this? Sounds tricky to me. Any help appreciated.

Posted: Fri Feb 25, 2005 3:06 am
by Master-Of-Fungus-Foo-D
if ( parm.other.dmteam == whatever.team)
{
$blahtrigger disablespawn
}
end

Posted: Fri Feb 25, 2005 4:25 am
by MPowell1944
That is obvious. Answer me this then. How would I enable the spawn again. Like I said, I would have to have triggers all over the map to check for teams or maybe even use a while(isTouching).

Posted: Fri Feb 25, 2005 8:46 am
by bdbodger
It does sound tricky . How do you know when to enable or disable the spawns based on 1 guy triggering a trigger somewhere in the map . How do you know the whole team has been pushed back ? I can see if you just wanted to advance the spawnpoints when at least one guy on a team reaches a certain trigger but how do you decide when the disable the forward spawnpoints . It can be done of course different ways with istouching as one of the ways . I guess it depends on the layout of the map .

Posted: Fri Feb 25, 2005 9:11 am
by ViPER
Can you do it with a switch, Like Slyke's TOW maps? Teams advance and capture switches at various points in the map. They get pushed back and the opposing team switches it back. The default would meet in the middle to start.

Also, theres the Push. Have you seen "Push CityHall"? It doesn't advance the spawns but it does tally team points based on captured and held ground locations at various flag points.

Posted: Fri Feb 25, 2005 2:02 pm
by MPowell1944
I'm basing this idea from what I saw on the =LMAO= server. King created a Push Engine which works splendidly with advancing spawns.

Posted: Fri Feb 25, 2005 2:27 pm
by Master-Of-Fungus-Foo-D
cant you download their KP maps and just look off the script?

Posted: Fri Feb 25, 2005 3:02 pm
by MPowell1944
No. They stressed that the mods they created are for their servers only. They say it is what distinguishes their server from others, which I understand. I just need the base code.

Since I cannot get it from them, I'm just going to come up with something different. Switch spawn areas half way in the map. That'll have to do.

Posted: Fri Feb 25, 2005 9:28 pm
by bdbodger
I don't think the scripting is the hard part I think the rules are . If you can explain the rules like what conditions will cause the spawnpoints to change then the scripting will follow .I mean if you can explain it in plain english then you could find a way to script it .Another way can be the players coords based on the x or y coord for example or triggers and istouching .

Posted: Fri Feb 25, 2005 10:05 pm
by Master-Of-Fungus-Foo-D
ive always thought of kingspushas a simple rather large arrangement of triggers that just enabel/disable sapwns... its it really that hard.. ive got a feeling im being n00bish... (or 1337 31743R 1ne :P )

Posted: Sat Feb 26, 2005 12:53 am
by Cheetohs
What about a 'CTF' (think Wolfenstein) ... where You're spawns advance if you capture that flag, but if its captured by opposing team, your spawns are disabled and theirs are enabled.... to re-enable yours, you must re-capture the flag... Could that be a simpler way of doing it? It doesn't have to be a flag, what about a radio room or a bridge outpost, something that is somewhat important and can go with your map...