Comand posts & ammo/health


(broloi) #21

Sounds good, would love to play it

Much <3 for that one = I really love that one/Much love for that one


(Flippy) #22

Copyright issues with sounds hmm… maybe… but you have the same issue with the complete map :stuck_out_tongue:
It’s essentially a remake, which afaik is not really allowed… still, i don’t think anyone will actually bother…

And yeah, you don’t use the game’s brushes, textures and stuff… but let’s Face (lol) it, if you would create a game now where some little guy called Ach Katchdum goes out onto a great advanture with his friends Blisty and Rock, and has to capture all kinds of monsters called Moképon along the way (Dickachu, Squirter, or Magnumbite for example), that would certainly break the copyright issue with the Pokémon trademark :stuck_out_tongue:


(==Troy==) #23

There is a remake of pichachu. They are legally allowed to use their own trademark as they dont use any of the initiall carachters and they might have similar ones, but none of the work is used from the original. The idea is exactly the same… so… Actually I dont care either, but prefer not to…


(Greybat) #24

So i used Decoy’s prefab

But when i play the map

i already spawn at the command post
when i try to construct the model dousn’t change

the mode looks like a closed neutral one

with doors on the side with flags

The healt/ammo cabinets are already made too

the script i have is this

// **************************************************

// **************************************************
//			Neutral OBJECTIVES

allied_compost_built
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		setstate allied_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
		trigger alliedcpspawns_obj on
		trigger cabinets built
		trigger allied_compost_built_model enable_allied_features
		
		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
		trigger alliedcpspawns_obj off
		trigger cabinets damaged
		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*


	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*


	}
}

axis_compost_built
{
	spawn
	{
		wait 400
		trigger axis_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
	}

	buildstart final
	{
		setstate axis_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate axis_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
		trigger axis_compost_built_model enable_axis_features
		trigger axiscpspawns_obj on
		trigger cabinets built

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
		trigger axis_compost_built_model disable_axis_features
		trigger axiscpspawns_obj off
		trigger cabinets damaged

		disablespeaker axis_compost_sound
	}
}

axis_compost_built_model
{
	spawn
	{
		wait 400
		setstate axis_compost_built_model invisible
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*
	}

	trigger disable_axis_features
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_announce	"Allied team has destroyed the Axis Command Post!"


		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*


	}

}

alliedcpspawns_obj
{
	spawn
	{
		wait 50
		setstate alliedcpspawns_obj invisible
		setstate alliedcpspawns invisible
	}

	trigger on
	{
		setstate alliedcpspawns_obj default
		setstate alliedcpspawns default
	}

	trigger off
	{
		setstate alliedcpspawns_obj invisible
		setstate alliedcpspawns invisible
	}
}

alliedcpspawns
{
	spawn
	{
		wait 50
		setstate alliedcpspawns invisible
	}
}

axiscpspawns_obj
{
	spawn
	{
		wait 50
		setstate axiscpspawns_obj invisible
		setstate axiscpspawns invisible
	}

	trigger on
	{
		setstate axiscpspawns_obj default
		setstate axiscpspawns default
	}

	trigger off
	{
		setstate axiscpspawns_obj invisible
		setstate axiscpspawns invisible
	}
}

axiscpspawns
{
	spawn
	{
		wait 50
		setstate axiscpspawns invisible
	}
}

cabinets
{
	spawn
	{
		wait 100
		setstate south_trigger_heal invisible
		setstate south_trigger_ammo invisible
		setstate south_ammocabinet invisible
		setstate south_healthcabinet invisible
		setstate ammocabinet_dmg default
		setstate healthcabinet_dmg default
	}
	trigger damaged
	{
		setstate ammocabinet_dmg default
		setstate healthcabinet_dmg default
		setstate south_trigger_heal invisible
		setstate south_trigger_ammo invisible
		setstate south_ammocabinet invisible
		setstate south_healthcabinet invisible
	}

	trigger built
	{
		setstate ammocabinet_dmg invisible
		setstate healthcabinet_dmg invisible
		setstate south_trigger_heal default
		setstate south_trigger_ammo default
		setstate south_ammocabinet default
		setstate south_healthcabinet default
	}

(Magic) #25

Do you have “game_manager” in your script and “script_multiplayer” in your map?


(d3coy) #26

great question!!!


(RayBan) #27

you can make a ctf using only one ctf_blueflag and one ctf_reflag entity, which can have as many flags needed set in them. the scripting for this is really easy and small.


(Greybat) #28

Yea i forgot the multiplayer script

altho i don’t know how to make the Game_manager script


(Magic) #29

Just put this line in top of your map.script “game_manager”.


(Greybat) #30

BTW

I will give you guys my script so far

game_manager
{       
        spawn
        {
// Game rules
		wm_axis_respawntime	15
		wm_allied_respawntime	30
		wm_number_of_objectives 8
		wm_set_round_timelimit	20

                // Stopwatch mode defending team (0=Axis, 1=Allies) 
                wm_set_defending_team 1 

                // Winner on expiration of round timer (0=Axis, 1=Allies) 
                wm_setwinner 1		

                // Objectives
		// 1: Destroy Vault
                // 2: Steal Gold
		// 3: Escape with Truck

		// Current main objectives for each team (0=Axis, 1=Allies)
		wm_set_main_objective		1	0
		wm_set_main_objective		1	1

		wm_objective_status 1 0 0
		wm_objective_status 1 1 0
		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
		wm_objective_status 3 0 0
		wm_objective_status 3 1 0
		
		wm_set_main_objective		1	0
		wm_set_main_objective		1	1

                 
// **************************************************
// ================================= 

vault 
{ 
spawn 
{ 
wait 200 
constructible_class 3 
} 
 
death 
{ 
wm_announce "Axis have destroyed the Bank Vault!" 
} 
} 

// ================================= 


// **************************************************
//			Neutral OBJECTIVES

allied_compost_built
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		setstate allied_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
		trigger alliedcpspawns_obj on
		trigger cabinets built
		trigger allied_compost_built_model enable_allied_features
		
		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
		trigger alliedcpspawns_obj off
		trigger cabinets damaged
		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*


	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*


	}
}

axis_compost_built
{
	spawn
	{
		wait 400
		trigger axis_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
	}

	buildstart final
	{
		setstate axis_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate axis_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
		trigger axis_compost_built_model enable_axis_features
		trigger axiscpspawns_obj on
		trigger cabinets built

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
		trigger axis_compost_built_model disable_axis_features
		trigger axiscpspawns_obj off
		trigger cabinets damaged

		disablespeaker axis_compost_sound
	}
}

axis_compost_built_model
{
	spawn
	{
		wait 400
		setstate axis_compost_built_model invisible
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*
	}

	trigger disable_axis_features
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_announce	"Allied team has destroyed the Axis Command Post!"


		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*


	}

}

alliedcpspawns_obj
{
	spawn
	{
		wait 50
		setstate alliedcpspawns_obj invisible
		setstate alliedcpspawns invisible
	}

	trigger on
	{
		setstate alliedcpspawns_obj default
		setstate alliedcpspawns default
	}

	trigger off
	{
		setstate alliedcpspawns_obj invisible
		setstate alliedcpspawns invisible
	}
}

alliedcpspawns
{
	spawn
	{
		wait 50
		setstate alliedcpspawns invisible
	}
}

axiscpspawns_obj
{
	spawn
	{
		wait 50
		setstate axiscpspawns_obj invisible
		setstate axiscpspawns invisible
	}

	trigger on
	{
		setstate axiscpspawns_obj default
		setstate axiscpspawns default
	}

	trigger off
	{
		setstate axiscpspawns_obj invisible
		setstate axiscpspawns invisible
	}
}

axiscpspawns
{
	spawn
	{
		wait 50
		setstate axiscpspawns invisible
	}
}

cabinets
{
	spawn
	{
		wait 100
		setstate south_trigger_heal invisible
		setstate south_trigger_ammo invisible
		setstate south_ammocabinet invisible
		setstate south_healthcabinet invisible
		setstate ammocabinet_dmg default
		setstate healthcabinet_dmg default
	}
	trigger damaged
	{
		setstate ammocabinet_dmg default
		setstate healthcabinet_dmg default
		setstate south_trigger_heal invisible
		setstate south_trigger_ammo invisible
		setstate south_ammocabinet invisible
		setstate south_healthcabinet invisible
	}

	trigger built
	{
		setstate ammocabinet_dmg invisible
		setstate healthcabinet_dmg invisible
		setstate south_trigger_heal default
		setstate south_trigger_ammo default
		setstate south_ammocabinet default
		setstate south_healthcabinet default
	}

Thats what i have so far,

if i miss anything please tell me ^^


(Magic) #31

Im not a good with scripts - but should you have a } after wm_set_main_objective 1 1

like this :

wm_set_main_objective 1 1
}


(murka) #32

you are near but the correct one would be


  wm_set_main_objective 1 1
 } (ends "spawn")
} (ends "game_manager")


(d3coy) #33

looks like you need the } at the very end also. Not sure if it was a copy/paste error or maybe i missed that part.