4 questions about gameplay & tank possibilities


(DarkMatrix) #1

Before I take any further decisions in my map “Siege” I need more info on gameplay:

1-Is it possibile to have both teams have objectives. Thus there wouldn’t be a game clock, unless it’s possible to set an end of game state as “stale mate”?

2-Can you have more than one tank in operation?

3-Is it possible to have a tank destroyed permanently by an Anti-Tank cannon and make it spawn in a tunnel at other end of map endlessly in a loop?

4-Can someone point me in the direction of an easy, basic tank-making tut?


(Drakir) #2
  1. Set winner to -1 and you have a “Stale Mate”, the game goes into overtime mode. I know that most serverops and players dont enjoy this as the map could go on forever.

  2. Sure, but it would take a huge amount of scripting and you would probably end up with to much entitys in the end.

  3. Having the tank permanently disabled is no problem.

  4. Dunno if there is one. I copied all entitys and script from Goldrush and used that as a base. All u need to know and to get it to work is in the Goldrush map!


(DarkMatrix) #3

Okay, thanx that helps but there are still some questions

1-If it goes overtime, it will be possible to set new conditions that speed up the game a bit like a sudden death so the game doesnt go on forever?

2-The reasonwhy I asked this is because the 2 tanks need to go over a narrow bridge one after the other.

3-But I need it to be distroyed and have a new one come (spawn) in to the map at same time everytime the tank is permanantly destroyed. Is this possible?

4-Where is the script for Goldrush?

<-------quake mapping noob here


(sock) #4

Yes you could do this but it would have to be all done in scripting. If you are new to scripting then I would recommend working way through all the other systems first. Like constructions, forward spawns, destructions, command posts etc.

The system can certainly support multiple tanks but it would be a nightmare to script. Just scripting one tank is hard enough and wanting two tanks to be sync’ed going over a bridge at the same time … If you are new to scripting, I would recommend starting with one tank first.

The tanks are fixed entities which really only spawn once in the map. If you want the tank to quickly appear in another location then you will have to move the tank in the script to the new location. There is a move command which moves entities instantly but I would not recommend it with the tank, because what happens if someone is in the tank when its moved. It may cause strange things to happen. Plus the gameplay of something being destroyed and having to start back at square one again sounds frustrating. Let the classes work together, let the engineer help by repairing the tank.

The map file for goldrush came with the editor. The script file for goldrush is included with the game under the maps folder. All script files are just text files so you can browse them really quick and easy.

Scripting tanks is the hardest part of the scripting system and certainly something I would not recommend to someone starting out with ET. Do not take this the wrong way, I am not trying to squash your ideas just recommending you start with smaller chunks first. If you are from a Quake 1,2 or 3a background you will not be familiar with scripting and it can be a nightmare at first.

Sock
:moo:


(DarkMatrix) #5

Thanx sock.

Yeah okay, I just wanted to be sure it was possible. I’m not new to mapping and scripting in general, but this is my first time with the Quake engine. I’m used to the file system for Unreal, but wasn’t to sure how it all went together in Quake.

I can’t seem to be able to find the script file. I’ll try re-installing ET.

I don’t think moving the tank should be a problem then. Because the map scenario has the tank destroyed, removed and a new one comes in a tunnel back at first base to simulate reinforcments.


(DarkMatrix) #6

:bump:
Alright, my map is almost done
Got the tank working and all (sticking with one for now after all :blah: )

Now it’s time to finish some of the objective and game script.

1-When my tank is destroyed (kill tank), I want it to dissapear into the terrain and cross the map to it’s original start (repair tank) where it can drive itself back into play.
(map is small and square, shouldn’t be any problems game-play wise.)
How should I go about doing this? Spline network from each possible location it can be destroyed in back to start (IOW can a spline have multiple targets?), or is there a “teleport” command?

2-Concerning over-time mode, the re-spawn clock dissapears on-screen… is there any way of getting it back?


(DarkMatrix) #7

Don’t mean to be a forum whore, but does no one have an answer? Sock, you said it was possible to move the tank, but how? :disgust:


(G0-Gerbil) #8

To avoid the player transporting issue mentioned above, how about setstating all the tank entities to invisible, then move them to the start before setstating default again?


(Moonkey) #9

If the tank has to be destroyed to respawn, it should boot players out beforehand anyway. Probbaly best to setstate invis anyway in case you get a random frame of the tank zooming across the level :stuck_out_tongue:


(DarkMatrix) #10

Yeah sure, but the question remains how can I move the tank off of an original spline course and put it back to the begining of it’s path:???:


(G0-Gerbil) #11

Setstate it invisible then gotomarker it to the start of your spline.
Just remember to reset any accums you may have to define where it was along the path.


(DarkMatrix) #12

Okay, almost there… but I;m confused about the wait command…

this is the trigger that sends the tank back:

//Then do (STOP DESTROY 'N' MOVE)
	trigger destroy_n_reset_base
	{
		//Stop and make tank blow up
		halt tank
		wait 3000
		accum 1 bitset 3 //Make it stuck
		kill tank //Take people out of tank
		wm_announce	"Axis team has ruined the Allied Tank! A new one is on it's route to the Allied base."
	
		//Send across map
		gotomarker tank_lower 50 wait //Make it dissapear into ground
		gotomarker tank_reset1 50000 wait //Sent it horizontaly to destination, so it won't opo back out of ground on arrival
		gotomarker tank_reset2 50000 wait //Make it pop back up to level ground in tunnel, behind where anyone can get to or see it.

		//Return to original spline path (INSIDE TUNNEL)
		followspline 0 spln-4 50000 length 32 wait
		followspline 0 spln-3 50 wait length 32
		followspline 0 spln-2 50 wait length 32
		followspline 0 spln-1 50 wait length 32
		//BACK ON NORMAL ROUTE
		followspline 0 spln1 50 wait length 32
	}

n/m acum reseting and setstating it for now

Problem is, it stops doing anything after the first gotomarker. What am I doing wrong? I added wait after it like it says on the Designers Referance. I also checked if the other markers worked and they do, but only if they are done first. Something is killing the script prematurely. :angry: