Is it possible, during the middle of a map, to show a cinematic or scripted sequence? Similar to the tank entering the back gate of Oasis after the map is won, but before the map is actually won?
Cinematic during game
If you mean to actually pause the map and show a little scene, then I’m pretty sure it’s not possible.
i dont want the game to get paused, I want to know if it’s possible in the script to teleport every player to a new spawn regardless of their current health, without resorting to killing every player on the map. the cinematic would be a cover for this, to make it feel less like “whoa, how did i get here?”
Yes, you can use a script to setstate a trigger_teleport to a misc_teleport_dest, but it will affect everyone within the trigger_teleport and they will all go to the same destination. I do not believe there is anyway to make allies go to one spot and the axis to another spot
Go to pcgamemods.com and download the map, Decerto_b1. It’s a dueling mal that uses teleporters to get people into the arenas. The teleporters are triggered (setstate default) once both sides ready up or one side readies up twice (5 second delay between activations). At least you can see what how it looks and feels. The scripting is pretty simple
could u not script a trigger_once, with spawn flags set to allies then trigger the teleporter/cinema effect, so you have 2 trigger_once triggering 2 target_teleport’s with team each going to a diffrent place??
I agree, there is away to make the [ed]scene[/ed] possible, but for the cinematic scene to be seen by everyone…hmmmmm. That is the tough part.
lol, hear this insane idea out: trigger once the teams into places where they are stalled and unable to move(make this inside or on a script mover…I’d say using paths to control the movement.
then have them move slowly near or around the cinematic scene. as the scene comes to the end, have another set of trigger once’s for the teams to be sent to their new spawn platforms. Sounds like a long time to perfect it, but hey; crazy ideas need crazy answers.
or forget the scriptmover part and make it easier…just setstate the peices and parts…WoRd!!!
It might be easier to describe what you want to do and in what sequence you want to do them. There might be other ways of doing the same thing.
The desired effect will take place after the attackers destroy a set of anti-aircraft guns. If successful, bombers will fly in and destroy a target. After this is done, the dynamics of the map will change in such a way that would make it a pain for anyone without /kill bound to defend or attack the final objective. In order to do this, I could make an escortable vehicle that would force the players to work their way to the new objective, but this would just add more objectives, something I dont want to do, since I don’t want the last part of the map accessible at all (by either team) until the target is destroyed.
A similar effect would be like the map on TFC “Dustbowl”, where , after capturing a flag, the ‘round’ ends and players start at their next spawn area.
You could set the new spawnareas and the kill everyone with a trigger hurt.
At the beginning it’s not visible.
Then set the state visible / default to kill all players.
And then set the to invisible again.
that was the first plan, but i’d rather not resort to killing everyone - players would get upset at the fact their death count goes up -
maybe I can make it that they all die in the bombing raid
i am shure that once i have come accross and entity that is like a delay but only lets it activate if a sertain team activates it, you could use a trigger that tarageted two of set to 1 per team. then each of thoes set at a teleporter so it would teleport each team to a different location
but i dont see how it could change the map so drasticaly that the player couldt just just spend few seconds walking somewhere. and some player may not be too happy about being teleported as well, it doesnt happen in many et maps. your just about to blow a com post and u get teleported (not v happy)
A lot of good points, all around. The primary intenst was to represent two separate, but interwoven battles, with the second forces success hinging upon that of the first. I’ll play with the idea of making them move to the other site, but it’s longer than just a few seconds march. I’ll probably put a command post and resupply en route so they wont balk at the hike.
While on the topic of cinematics, how (on mp_beach, I think) there are mortars landing on the beach, without any player actually firing them. This would be useful in simulating the bombing run I described above, and could easily account for the killed players in the immediate vicinity of the target.
there are players fireing them
there is a big trigger brush over the beach so if everyone comes of the beach the mortars stop, but using scripts you could fire mortars in sync with a func_move plane to create the ilusion on a bombing run
that map, mp_beach, has the .map available, am I right? If so I may need to take a look at it, since I’m not good at scripting yet.
How are those mortars aimed? Is it just a func_shooter with predefined angles?
basicaly its just a mortar pre aimed adn when it is triggered it fires, there are other things you can set. e.g. on beach the mortars are set up to be inacurate so the shells dont always fall in the same place