Connecting SP maps together?


(surrenderdorothy) #1

linking SP maps together

code:--------------------------------------------------------------------------------trigger endmap
{
changelevel escape2 persistent
}--------------------------------------------------------------------------------
I gather this is the wolf .ai script code to change a SP level but is there a way to have multiple exits on a map, leading to multiple spawnpoints on the following maps? …in h2, we could target the ‘info_player_starts’ individually, like one might have the targetname ‘1st_spawnpoint’ and another`s targetname could be ‘2nd_spawnpoint’ etc.

also is there an example someone could give me of the minimum code we need to have in an .ai file? and do we need to test these with .script files or can I leave that out for the moment?.. I`ve never used them before and I want to take it one step at a time.

I also intend my maps to be two way so players can go back to an earlier map if they need to… is that possible in wolf?


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undead designs

h2 siege


(DiaZ) #2

It should be possible, but with coding… I don’t think you can do it with mapping, you can have multiple endings but not multiple starts. If you don’t want to have the players go back to the previous level, you can have several versions of the second one, each one with the starting point in the correct place, so players start the second map at the place they left the first one, but that would probably be problematic once you want to release your stuff (.bsp files like to compress a lot anyways, so maybe not…).


(DiaZ) #3

Uhm, I’ve read your post more carefully, you want two way maps… then yeah, you need new code. I don’t know how to do that though (yet.)