Can someone explain objflags, please?


(Malverik) #21

read the source code??? we are here to have fun!

And sorry doubting you but let’s just say that when I see a guy with a splash damage title and avatar that says what the objflag should do and then I have a guy with a gerbil that says it doesnt work i have a tendency to trust the splash guy


(badong) #22

GO-Gerbil…he’s ragging on your avatar man. You gona let him get away with that?

grabs beer and chips and waits for fight to begin :skull:


(chavo_one) #23

No offense to sock, but he isn’t one of the code monkeys. I’ve seen him defer issues before on that basis, so he isn’t always 100% on certain things. He did use the words “I suspect”.

@Gerbil: I forgot about this icon: :banghead: We would have an overwhelming response to that competition! :slight_smile:

@badong: I’ve slowly learned the language after reading it for so long on some of the forums I frequent.

For those of you still puzzled by how he contradicted himself, let me translate:


(G0-Gerbil) #24

read the source code??? we are here to have fun!
Actually ‘we’ are here to try to help people who want to be helped. People who ignore answers and who have not bothered to read the very thread they post on properly are just going to annoy people like myself and Chavo who try to help. In other words, that’s not much fun.

And sorry doubting you but let’s just say that when I see a guy with a splash damage title and avatar that says what the objflag should do and then I have a guy with a gerbil that says it doesnt work i have a tendency to trust the splash guy
Again, try READING the bloody thread.

First off, NOWHERE does Sock say ‘how it works’, but he CLEARLY says ‘how it’s SUPPOSED to work’, and then adds another line saying he suspects it’s not 100% perfect. Well, some of us made addition efforts to research it and found it simply does not work at all.

So pay attention - either that or keep the post count down, because quite frankly you aren’t going to get much from here if you can’t extract the information from posts.

As for him dissing my avatar, well, that’s his problem, not mine. Sorry it’s not some hot chick or big gun thingy, but I don’t feel a need to prove my masculinity.
Maybe I should use l337-speak in my sig file to get taken more seriously? :wink:

As for the contradiction, to be fair his next line was:

im gona go with what sock said
while not having read properly what Sock said, so it’s hardly suprising his post made no sense :wink:
At least he appeared to have actually tried the darned thing - which is certainly a step up from a lot of questions we get asked…


(FireFly) #25

First off: I’ve read the whole thread and i’'m a mapper not a modder.

Anyway when I play ET I occasionly see some pulsating icons on the command map (the objflags) like anyone else.
As a test go play railgun, spawn as axis engineer and construct the commandpost, now open your commandmap and cycle through the objectives: there are 9 objectives (I believe) 7 of them will give you an pulsating commandpost.Now that doesn’t make sense, now does it? :stuck_out_tongue:

For me that’s a sign that it does NOT work.
If you don’t want to take gerbil’s, chavo_one’s or even sock’s word than go test it yourself, my conclusion is that it doesn’t work properly.


(MadJack) #26

Ouf of curiosity I decided to take a look…

The only thing relevant (and obvious) to objflags in the code is this:

	// Gordon: for specifying which commandmap objectives this entity "belongs" to
	G_SpawnInt( "objflags", "0", &objflags );

Now, I’ve searched high and low but couldn’t find an easy link between the objflags and what it does and how it’s used. At a certain point I thought that the flag would be linked to a picture in the gfx/limbo, because that’s where all the icons for objectives are, like the bankdoors in Goldrush or other cm markers, but if there is a link I couldn’t find it.

As the code above states, I noted that goldrush stuff about truck all have 16 as objflags, truck itself and the truck barriers but if you take a look at the tank (objflags 7), the tank barriers (objflags 2) don’t fit in…

I know it’s mostly b0rked code but I’d like to know how it was used. Even if it’s broken, out of curiosity I’d like to know :slight_smile:

Anyway, that was my attempt at trying to find out how this thing works. Back to square one :slight_smile:


(chavo_one) #27

The code you have listed is where the game puts the value of the objflag into a variable. Later in that same function, the value is stored in memory on the server:

G_SetConfigStringValue( CS_OID_DATA + level.numOidTriggers, "o",	va( "%i", objflags )				);

Then in cg_servercmds.c, the value is retrieved from the server and stored in a data structure on the client:

cs = Info_ValueForKey( info, "o" );
	if( cs && *cs ) {
		cgs.oidInfo[ index ].objflags = atoi( cs );
	}

And then when the commandmap is drawn, it is never used.

It grabs its axis and allied customimages:

		if( oidInfo ) {
			customimage = mEnt->team == TEAM_AXIS ? oidInfo->customimageaxis : oidInfo->customimageallies;
		}

It grabs its spawnflags:

			if( oidInfo ) {
				info = oidInfo->spawnflags;
			}

It grabs its name:

			if( oidInfo ) {
				name = oidInfo->name;
			}

But it never grabs its objflags. So it’s NOT b0rked code, it’s NON-EXISTANT code.


(MadJack) #28

Yeah I noticed that too. :smiley: I meant b0rked in the sense that nothing is done with it.

Too bad we probably won’t know how it was supposed to work :frowning:


(sock) #29

No offence to sock, but he isn’t one of the code monkeys. I’ve seen him defer issues before on that basis, so he isn’t always 100% on certain things. He did use the words “I suspect”.

No offence taken, but I do know a lot of code monkeys who I often pester about making sure what I do say is correct. I’m very careful to try and find out as much factual information as possible before saying anything on a subject because often what I do say is quoted. If I believe something is not 100% right I will say so. I only deal with level design, entities and scripting and certainly do not understand the ET source code. If people really want to talk code, then the best place is the ET MOD’s forum as there is where all the code monkeys often hang out talking open curly bracket stuff!

Post by Malverik:

I don’t understand why you should have any credibility

And sorry doubting you but let’s just say that when I see a guy with a splash damage title and avatar that says what the “objflagâ€? should do and then I have a guy with a gerbil that says it doesn’t work I have a tendency to trust the splash guy

G0-Gerbil maybe a very excitable person with the odd rant and rave sometimes but he generally knows his stuff and will often research a chosen subject until a factual answer is found. The same goes for Chavo_one who also equally knows his stuff.

@Malverik: If you don’t believe someone’s views on the forum and you are asking the question, research the subject yourself and then if you find something different come back and present your case. Simply dismissing people’s views because they are not SD people is rude. The majority of old timers on this forum are very helpful (Some can be cranky true) and quiet knowledgeable on the subject of ET mapping.

Sock
:moo:


(oS!Digital) #30

Lol sock u rock, one question, what maps have u made? (et)

FloWy > Cube > Digital > 0x1g3n > Markitos…

:moo:


(chavo_one) #31

indeed, sock does rock. Always a calm, still voice in the storm. :slight_smile:


(Malverik) #32

ok im sorry, i will trust gerbil from now on, an chavo, well i love venice and im sure you are no amateur at making maps :clap:
i’ve only started touching radiant 4 or 5 days ago so of course when we both read a post we dont pull out the same info from it.
On top of that, the more i learn about map making, the more I come to respect all of you veterans so dont expect to see anymore rude posts from myself!


(nikita) #33

gj


(S14Y3R) #34

Hi! I’m a semi-noob mapper(couple years) who’s going to try to answer this, instead of rambling about who said what wrong.

While in your Limbo menu, and you click for the next objective info(text at bottom) the icon(s) flash to represent that text. Like if you have to build a command post, the text comes up and the constuctable icon relevant to that command post flashes. Think of objflags as linking to your wm_objective_axis/allied_desc in your .objdata file. In your trigger_objective_info you set your command map icon, and the objflags(0-8) depending on the objective number. Match them up so when a player clicks through the obj info in the limbo menu the icons pulse accordingly(matching text from .objdata). That’s what I’ve figured, and it seems to work okay. Hope it helps!

btw: cursorhint is for icons in player HUD, so KEY:cursorhint VALUE:HINT_BREAKABLE_DYNAMITE would be for Dyno! lol


(kamikazee) #35

What a bumps in this thread!


(Link) #36

i’m the biggest noob round when it comes to map making and i’m even worse at scripting.

Anyway i was hoping someone could help me out and answer my question and please don’t tell me to view radar map script etc because i can’t make head or tales of the stuff.

on my map i’ve decided that axis are defending a tower which has gold in,i’ve got it working to a point to where the commentator guy says objective taken when i grab the gold.
When i take it to the point to where the drop off point is,it drops off but it does not end the map.
I think it’s something to do with the script any ideas as to why my map is not ending?(btw i’m using devmap to test it,at 1st i thought maybe it only works when i make it into .pk3 so that might the rpob but i doubt it)