Bastogne: Button for ending map like RailGun


(König) #1

Hello everyone!

It’s the first time I post in this forum, but I read it from a long time ago. I’m from Argentina, and please forgive any grammar mistake, or any genetic stupidity :smiley:

I’m not so noob mapping, however, many things still don’t understand.

I’m working since a long time in a map, situated in 1944, in the Battle of the Bulgue, Bastogne. That is the same name of the map. Naturally, using GTKRadiant, last version.

It’s nearly completion, but I have some issues with Objectives, specially in terms of Scripting.

Axis attacks, Allies defends.

The objectives I have planned are as follows:

1 ) Capture the City Hall (Flag)
2 ) Destroy Main Entrance
3 ) Destroy Side Entrance
4 ) Steal Documents (with coordinates of Fuel Dumps).
5 ) Get documents to Transmitter.
6 ) Construct/Destroy Generator
7 ) Transmit Coordinates.
8 ) Build Neutral Command Post
9 ) Construct Allied MG

Well, this looks pretty usual, however, there is an important difference:
The transmitter, needs the Generator working for function.

So, we have a dual condition to win (as axis):

  1. Generator constructed.
  2. Documents deployed in Transmitter.

It’s easy to end the map with the single carry operation to the Transmitter, that means a Trigger_flagonly_multiple Entity, wich, when the carrier gets in, calls the ‘Death’ function in the script, allowing to set the winner.

Nevertheless, in this situation, it is posible to steal and drop the docs in the Transmitter, WITHOUT having the Generator working (destroyed or not constructed).

I think it is posible to create some kind of button, like the firing button in RailGun, end the game having both objectives accomplished, the generator up and the docs in place.

That button should be invisible and located in the same transmitter, without a moving lever.

Other very aceptable choice, perhaps simplier would be entering in the zone of the transmitter, with both objectives completed.

I have been reading a lot this forum, the documentation too, and tried a lot, but can’t make it work, in any case.

The entities that would do shurely are:

func_invisible_user
func_timer
target_multiple
func_what_ever

So, I don’t know. :eek2:

Also I have some trouble with the flag. The CP works fine, so do both Entrances, and the construction/destruction of the Generator, and the Mg-42 is working too.

Thanks in advice!
:moo:


(EB) #2

Break this down to what you need…I read it, and some of it runs over itself.

Your grammar seems ok to me…however, understanding what you need…that is something I cannot fully grasp.


(CooperHawkes) #3

set the trigger_flagonly_multiple to invisible at the start of the map (don’t forget some proper wait before)… when the generator is constructed, you can set the trigger field back to default.
there is no need for any special buttons and stuff… :wink:


(König) #4

Very well, I’ll go right to the point.

I have a dual condition to win (as axis):

  1. Generator constructed.
  2. Documents deployed in Transmitter.

They can be archieved in ANY ORDER.
The Generator is destructible. The documents, once in place, can’t be rolled-back.

Documents

Generator

Transmitter

OPTION A)

I need some kind of button, like the firing button in RailGun, to end the game having both objectives accomplished, the generator up and the docs in place.

That button should be invisible and located in the same transmitter, without a moving lever. (It would be like “using” the Radio).

OR, at least,

OPTION B)

End the game, with both objectives completed, just getting close to the Transmitter.

Remarks

  • The game Must Not end if you don’t have the generator built.
    (That’s the difference to a common take-the-flag-to-the-base map).

  • I’m using a trigger_flagonly_multiple to “Catch” the delivery of Documents.

  • The game Must end after build the generator, having the docs in place, using one of the Options I need.

I hope It’s less confuse now. If it’s necessary, I’ll post the .map file, it’s a reduced-only-objectives version.

Anyway, I’m open to suggestions, this objectives can be twisted a little, to make our lifes simplier.

Thanks.
:drink:


(EB) #5

much better explanation !

With or without the button idea…you still need: a globalaccum, which would make this a VERY simple solve.

It is something you will want to learn how to script…but if you like…I can script it in for you this time.

send me the .map and .script etmaps@gmail.com


(König) #6

Sended for Effect!

And CooperHawkes, your Idea is really interesting too. I forgot to try that then.
I did now, and got some results, not the desired, but, changing the objectives a little could do as well.

More important, you bring up to me the command setstate, which I ignored in this situation.

Let’s see what comes up!

Sweet Kisses to All! :stuck_out_tongue:


(CooperHawkes) #7

oh, i thought that you wanted to have the generator built first, then deliver the docs… if you want to have an arbitrary order then you need an accum, as eb said…

the basic idea is to set an accum bit for each objective that has been fullfilled and check after each setting if ALL bits have been set… well… i guess you will see when eb has written the script :wink:


(EB) #8

You must not be explaining yourself quite as well as I thought Konig.

…I stole the documents and I could not win the map until the generator was built, nor could I place the documents at the table until the generator was built.
Do you want the objectives seperated from each other ?

@ CooperHawkes - His map does exactly as you suggested…which is a decent idea. I really have no clue what he is asking because his map already does what he wants it to do.


(König) #9

Got it working, friends!

The map was almost ok, the problem was little bugs with the script.

It is working now just like I want.

Also, I ADDED a second “pack” of documents (like in Radar).

So, now you have to keep the Generator built to be able to drop the docs in place. Once dropped bought, axis wins.

I mutated the Accum 1 to use bitset/bitreset, so, I use the fist bit for West Docs, and the second bit to the East Docs.

It’s all working fine now.

The next to come, and the reason because I was delayed with the answer is:

“The dark side of moving things.”

Yes, I have been reading and building a plane (model bf-109E from RTCW). By now it has everything, just like the Tank in Goldrush.

However, I need something simplier.
I just want it flying, as soon as the Axis wins, like a Cinematic “Eye-Candy”.

I will need to know what should I eliminate/change to make the plane just fly in a defined spline with two nodes only, straight line, passing by, AND, activated vía scripting… that is, like this

trigger plane fly_me

in gamemanager->checkgame

No repair/destruction needed.
No interactive activation with some player near the Tank/Plane.

Just fly. Move the model and nothing else. (And the sound, but that is easy to do).

By now it is flying, and is also damageable and resurrectable, but that is because I copied all from GoldRush.

I’ll keep looking for it, so I can make a more Concrete Question.

Anyway, if you have at hand some nice link to any tutorial or post here (I saw a few, but all are with damageable/resurrectable objectives), I would appreciate it.

Thanks, and… see you soon.


(kamikazee) #10

To just let the plane fly in a straight line:
You need a script_mover with the model attached, and just let it fly from 1 marker to another. (Actually, 2 path_corner entities)
First you use setposition to snap your script_mover to the first path_corner, and then gotomarker to let it move towards the second marker.

You could allso use a spline, and put all followsplines with the wait parameter set in 1 trigger.


(König) #11

Thanks, got it working.

Two beautiful Planes, traveling high through the cold winds, in perfect formation.

Thanks.