so i have 2 barrels and 2 ammoboxes of gunpowder that allies have to take from place A to place B. i’ve searched for tutorials and found some, but they don’t work. maybe some help or links please? ty
captureable objs
all you should know is that those barrels and boxes should be team_red/blueflag entities with model key.
you can give those entities a scriptname…
example
{
trigger stolen
{
wm_announce “what you want” // that isnt necessary, off course, it is only an example
}
trigger returned // if axis return it
{
…
}
trigger captured // if allies deliver it
{
}
trigger dropped // if the player carrying the obj dies
{
}
}
and the destination for the team_red/blueflags is the trigger_flagonly_multiple which executes a death event in his script routine if ANY obj is carrierd to it… (check the spawnflag redflag that only redflags activate the flagonly_trigger)
… allies steal redflags and axis steal blueflags!
the team_redflag should have those keys:
count: 1 // how much objs spawn … you do not need to set it , because default =1 ;
model: what you want
message: what you want
if you set a targetname it wont spawn until it is alerted.
if you alert it twice before it has been captured it spawns again.
if you captured a obj it will spawn, too if you alert it but you cant pick it up anymore.
game_manager
{
spawn
{
// Game rules
wm_axis_respawntime 20
wm_allied_respawntime 16
wm_number_of_objectives 2
wm_set_round_timelimit 30
// objectives
// 1 Primary Obj: Allies steal the gunpowder
// 2 Primary Obj: Allies capture the gunpowder
// |obj nr| |team(0=axis, 1=allies)| |status(0=none, 1=passed, 2=failed)|
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 0 0
wm_objective_status 2 1 0
}
}
gunpowder
{
spawn
{
}
trigger stolen
{
wm_announce "Allies have stolen the gunpowder!"
wm_objective_status 1 0 1
wm_objective_status 1 1 1
}
trigger returned
{
wm_announce "Gunpowder is returned!"
wm_objective_status 2 0 0
wm_objective_status 2 1 2
}
trigger captured
{
wm_announce "Allies have taken the gunpowder to the town!"
trigger game_manager allies_win
}
}
ty, and what is wrong here? (to make the thing easier i made a new quick test map with its own script)
Hi,
I did a prefab. It only 1 capture radar.
my english isnt very good so, i think you can find your problem by take a look at this.
But if you wanna more then one ( like you said … 2barrel 2 box), you need to add key and value in your team_CTF_redflag .
key = count
value = 2
(value = number of objects spawned)
http://www.mediafire.com/?xy721lq8g38
you can try it whit etgame (map testmap).
The source file (.map) is in the maps folder in testmap.pk3
Good Luck
trigger game_manager allies_win
i cant see that trigger above in your game_manager routine… so this should be the mistake. you seem to forgot it.
game_manager
{
trigger allies_win
{
wm_setwinner 1
wm_endround
}
}
i put the masterkillers’s one in my map… but if i walked to the barrel (i changet the radar to barrel) then i just could be in it and walk through, nothing else happens… ;(
You need to give the flag a scriptname gunpowder. Also remember you have a script_multiplayer with scriptname game_manager…
check if it is a redflag… if the redflag has a targetname, then remove it.
Hi,
If you want to change only the model, you only need to change the path of model on the entity below (3) and use my script.
classname = team_CTF_redflag
model
models/mapobjects/portable_radar_sd/portable_radar_box.md3
classname = misc_gamemodel
targetname = radar_dropoff
model =
models/mapobjects/portable_radar_sd/portable_radar_box.md3
classname = misc_gamemodel
targetname = radar_dropoff_trans
model =
models/mapobjects/portable_radar_sd/portable_radar_box_tr.md3
Also, you need to create your customaxisimage for trigger_objective_info
everything is right… still nothing… maybe u want the .map so u can put it just there, because sorry, masterkilller, but i copied all things in maps folder to etmain/maps then went to ET and if i try to run ur map it stucks at awaiting challenge… just et not responding and this is always so… with testmap only
make it again…
this should help.
remember: allies steal redflags, deliver it to flagonly_multiple with “redflag” spawnflag and all should work
wow, map looks nice… i’m sorry, i cant open your map because i am using radiant 1.3.8 …
tank has a bug, he moves under the map if he reached the door, then he shoots while staying under the map.
i can pick up the objective but i cant deliver it (is the deliver point the house with the flag on it? i checked out the roof, too) Do you have a trigger_flagonly_multiple with spawnflag redflag set? (dont know how it is called your version of radiant… it means that only redflags can be delivered)
I just open your .map whit radiant then yah! Looking very nice map 
after couple minute to find the objective (lol), i think you forgot to add something…
misc_gamemodel in red.
models/mapobjects/portable_radar_sd/portable_radar_box_tr.md3
targetname = radar_dropoff_trans
You can put the same model (barrel) and a shader texture.
targetname = gunpowder_dropoff_trans
model =
models/mapobjects/barrel_sd/barrel.md3
_remap =
*;textures/mapfx/translucent_red
texture: (put in a folder name “mapfx” or change the shader path)
http://masterkiller.hostarea.org/autres/translucent_red.tga
// ===================
// shader for red translucent_red
// ===================
textures/mapfx/translucent_red
{
qer_editorimage textures/mapfx/translucent_red.tga
cull none
nocompress
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm pointlight
surfaceparm trans
{
map textures/mapfx/translucent_red.tga
blendFunc add
}
}
i dont do compile of your map .
Let try this. If it not working, i will try to compile it .
Gool Luck.
thank you… and i have to add a note: yes i haven’t finished the tank thingy… i’ve got only 1/2 of the map done, cuz after the cave there have to be a town. The tank blows up the main entrance then allies have to take some barrels of gunpowder to the town to blow it up
but have you seen the cave explosions (cave falls if too much damage)?
still nothing