Alternative to using forward spawn flags... feasible?


(PSIonic) #1

Hey all

Is it possible to make a map in which the forward spawn is captured through having a troop presence in the area for X amount of time? Also I would want to make it possible for the other team to recapture the forward spawn using the same method.

So for example if Allies are trying to capture the forward spawn and manage to hold it for 10 seconds out of the required 20 seconds, then the Axis would have to recapture the area for 10 seconds to cancel the attempt completely. If the Axis fail to do this then the Allies would be able to continue their 20 seconds time from where they were (minus any portion of time Axis deducted before their efforts failed).

Basically imagine a scales type of thing.

As an optional desirable effect would be to be able to speed up the forward spawn capturing by more troops in the area, or related areas.

Is this idea possible to implement?


(damocles) #2

It would have to be scripted. Make giant trigger brushes to cover the area you want the presence in, then feed the trigger into a team_relay so only one side can trigger them. Use a trigger multiple so that you can make it refire every second for the counting aspect.

Not sure, but it’s possible that when the trigger truns back on, any people already inside the brush won’t cause it tro trigger again immediately. (it might, it might not, I haven’t tested it). This would complicate matters quite a lot, but hopefully it won’t be a problem.

Good luck with it, sounds like a good idea.


(hummer) #3

Sounds possible.

Way I would do it… or try doing it would be to have a trigger that is your area, that targets a func_timer that targets a target_script_trigger…

Then the timer would have to be set to fire every second. Then, in the script, increment an accum each time target_script_trigger is used.

Then, based on the accum, turn spawns on and off as you see fit.

I can go into more detail, but I’m at work… let me know if this makes sense…


(PSIonic) #4

Thanks for your replies guys.

There is one thing which confuses me a little. When people talk about “scripting” some event, does that mean simply creating a few trigger and target entities that work together to achieve an effect, or do you actually write a little program that gets triggered by a target_script_trigger? If it’s the latter, then I need to learn how to write these scripts and link them in. A tutorial reference would be nice if you have one. :smiley:

If scripting simply means linking triggers and targets then I’ve got some experience doing this from my Half-Life mapping days. One thing which HL lacked, was a counting entity which could count both up and down. Is there such an entity in ET? So that if the counter value < 20 then set spawns to Axis and if counter value = 20 then set spawns to Allies. The way I think the trigger multiple would have to work is have two of them occupying the same space and have them tunneled though a team_relay like Damocles mentioned. Then If 1 Axis player and 1 Allied player was within the area, the two would constantly cancel each other out.

Hummer, if you could elaborate a little on your idea when you get some time that would be great. It sounds good. :banana:


(damocles) #5

Alas, no counting entities in ET. You will have to script the counting side of things. I don’t know of any definitive references, but there should be a scripting commands reference in your docs folder somewhere.

There were a few sites around that taught the scripting basics, but I can’t remember where or if they are still around.