captureable objs


(redfox) #1

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


(isbowhten) #2

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.


(redfox) #3

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)


(masterkiller) #4

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


(redfox) #5

really thanks for help


(isbowhten) #6

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
}
}


(redfox) #7

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… ;(


(-SSF-Sage) #8

You need to give the flag a scriptname gunpowder. Also remember you have a script_multiplayer with scriptname game_manager…


(redfox) #9

i have these 2 things, it doesn’t work


(isbowhten) #10

check if it is a redflag… if the redflag has a targetname, then remove it.


(redfox) #11

only scriptname and it matches with one in the script…


(masterkiller) #12

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


(redfox) #13

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


(isbowhten) #14

make it again…
this should help.
remember: allies steal redflags, deliver it to flagonly_multiple with “redflag” spawnflag and all should work


(masterkiller) #15

Yah! Put your .map here ( or pk3) . I will take a look today !


(redfox) #16

http://www.mediafire.com/?djygbmi0rmd


(isbowhten) #17

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)


(masterkiller) #18

I just open your .map whit radiant then yah! Looking very nice map :slight_smile:

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.


(redfox) #19

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 :stuck_out_tongue: but have you seen the cave explosions (cave falls if too much damage)?


(redfox) #20

blaah :frowning: still nothing