Shift-O will do it
Boktor's Project
Oh yes! Entities that use brushs need a full map recompile after the change of the brush shape and/or location!
Voila
http://dl.dropbox.com/u/74541921/techbuster_a001.zip
It’s not a gameplay release. This is a .zip of SDK files and “pre-release” files. Pretty much everything is in there, so feel free to poke around in editworld.
There’s techbuster and techbuster_obj. I have scripts and worlds for both, and they are almost identical.
They both contain objectives: techbuster has 2, techbuster_obj has 1 (I want 2 for tests, but I thought 1 would be easier to make. Apparently not)
I really need some advice on the script. It seems like nothing I do has any effect. Spawns and objectives are still my main concern.
did anyone download the .zip? I think I’ll just put the script up instead. If anyone can give me some tips that would be great, because right now nothing works.
Some stuff I sort of understand, some stuff I just copy because most map scripts use it…
#define OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX 0
object mapObject_techbuster_obj : mapObject_Default {
void preinit();
void InitObjectives();
void StartFirstObjective();
void CompleteObjective( float index, entity p );
void OnBoxDestroyed();
void EndGameThread();
void OnTimeLimitHit();
handle GetObjectiveMessage( float index );
float mainObjectiveIndex;
entity boxDestruction;
entity barrel_a
entity noplant_barrel_a;
}
mapObject_Base techbuster_obj_MapScript() {
return new mapObject_techbuster_obj;
}
void mapObject_techbuster_obj::preinit() {
}
void mapObject_techbuster_obj::InitObjectives() {
sys.print( "*****LOADED ETQW MAP SCRIPT*****
" );
// Setup initial match settings
gameRules.setWinningTeam( gdfTeam );
gdfTeam.SetRespawnWait( 20 );
stroggTeam.SetRespawnWait( 20 );
CreateRespawnTimeThread( stroggTeam );
//===spawn points===
gdfSpawnBase = worldspawn.getEntityKey( "script_gdf_base_spawn" ); //GDF First Spawn
stroggSpawnBase = worldspawn.getEntityKey( "script_strogg_base_spawn" );
//===objectives===
boxDestruction = worldspawn.getEntityKey( "script_destroy_entity" );
mainObjectiveIndex = OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX;
thread StartFirstObjective();
objManager.setNextObjective( gdfTeam, mainObjectiveIndex );
objManager.setNextObjective( stroggTeam, mainObjectiveIndex );
}
void mapObject_techbuster_obj::StartFirstObjective() {
sys.wait( 5.f );
objManager.SetObjectiveEntity( boxDestruction, mainObjectiveIndex );
CreateInitialTimedMission( boxDestruction );
boxDestruction.vCreateMission();
boxDestruction.vStartObjective();
}
void mapObject_techbuster_obj::CompleteObjective( float index, entity p ) {
if ( index == OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX ) {
OnBoxDestroyed();
}
}
handle mapObject_techbuster_obj::GetObjectiveMessage( float index ) {
if ( index == OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX ) {
return sys.localizeString( "maps/valley/obj_bridge" );
}
return g_locStr_BadObjective;
}
void mapObject_techbuster_obj::OnBoxDestroyed() {
StopTimedMission();
boxDestruction.vCompleteMission();
boxDestruction.vFinishObjective();
gameRules.setWinningTeam( StroggTeam );
gameRules.endGame();
boxDestruction.vCompleteMission();
}
void mapObject_techbuster_obj::OnTimeLimitHit() {
FinishTimedMission();
objManager.SetObjectiveEntity( $null_entity, -1 );
objManager.PlaySound( worldspawn.getKey( "snd_gdfwin_strogg" ), stroggTeam );
objManager.PlaySound( worldspawn.getKey( "snd_gdfwin_gdf" ), gdfTeam );
}
}
Here’s some shots of the Strogg spawn. It’s almost fully detailed.
Ceiling 1 or ceiling 2? Number 1 is the same concrete tiles as the main tunnel.
Here’s another area of the Strogg spawn that isn’t shown in those screenies.
Notice the blank ceiling…
I’ve shown these areas before, but they have been widened.
heh… as I make these screenshots I notice textures and lighting that I need to tweak
Boktor,
May be you would like to read this post on Brinstar topic. You just need 3 key/values on the destructible/gameplay entity to make it destroyable by the enemy team weapons:
http://forums.warchestgames.com/showthread.php/22848-Brinstar-Alpha-1?p=399194&viewfull=1#post399194
Hey guys, I was wondering
So you need a “yourmapname.def” file for the map. The wiki says it goes as /def/yourmapname.def, but I see in some custom maps (Maridia, Brinstar older Consite) it is def/maps/yourmapname.def
Does it matter? Any difference?
Does anyone have the Techbuster pk4, I’d like to play it and see it!
Hi assassin,
You can download the pk4 here:
https://dl.dropboxusercontent.com/u/74541921/techbuster_a0_pre3.pk4
It’s not perfect but it plays! Take a screenie if you get in
Hey Boktor, I finally found the picture I took of Techbuster a while back. Thanks for helping us obtain the pk4 and well done, it’s fun to play! You should join us some time!