Damn this radiant!


(Victorianetza) #1

I hate this kind of mistakes>… I how come !!! I am clipping of the crates that the engeneers are using to construct something… I use clip metal (script mover) with targetname and scriptname for example construction_materials and enter this code for the construction:

////axis most
axisbridge
{ 
   spawn 
   { 
      wait 200 
      constructible_class 3 
      trigger self startup 
   } 

   buildstart final 
   { 
   } 

   built final 
   { 
	
      setstate bridge1 default
      setstate construction_materials invisible 
	setstate construction_materials_clip invisible 

      // Some kind of UI pop-up to alert players 
      wm_announce   "Axis team has built the Bridge!"
	wm_teamvoiceannounce 1 "islandfull_axisbridge_cons"
	wm_teamvoiceannounce 0 "islandfull_axisbridge_cons" 
   } 

   decayed final 
   { 
      trigger self startup 
   } 

   death 
   { 
      trigger self startup 
      // Some kind of UI pop-up to alert players 
      wm_announce   "Allied team has destroyed the bridge!"
	wm_teamvoiceannounce 1 "islandfull_axisbridge_dest"
	wm_teamvoiceannounce 0 "islandfull_axisbridge_dest"   
   } 

   trigger startup 
   { 
      setstate bridge1 default
      setstate construction_materials default 
	setstate construction_materials_clip default 
   } 
} 


The whole comes when i enter the game > the crates are INVISIBLE!, but you still can build the bridge… WTF!!! :banghead: :bash: the same is it with the command post, which i did not edit!
HELP PLEASE :frowning: :???: :blah: :bored:


(MadJack) #2

It has to be a typo. Check the targetname/target/scriptname etc. Double and triple check. Also check if the script_move has the SOLID checked.


(Victorianetza) #3

yeah, i checked, but luckily i had a one-day-older map version, so the i am losing “only” 1 day of work; :banghead: but everything works properly know; i did not clip this crates and its working :] i think i wont do it for the final either;


(=DaRk=CrAzY-NuTTeR) #4

rather than making a seperate script_mover i like to bind the box clipping with the pole (usually the misc_contructablemarker) makes it easier


(Victorianetza) #5

offtopic: Is it going to be too hard for the allied team, if it has 2 gold crates & 1 radar part to secure? just asking for my map :cool:


(MadJack) #6

A map being easy or hard isn’t dependant on how many objectives it has. It mainly depends on how to secure those, the map’s layout and a lot more variables. Take a bunch of n00bs vs Veteran players and it’ll be an easy map for the veterans (in all likelyhood).


(Victorianetza) #7

yeah, my question is not correctly asked…I think they are more than enough for the allied team, because they have to destroy a fortress wall, capture a temple, and bridges to build… WOW, it seems that my map has to be played with a minimum of 8 players… GRRRR :angry:


(=DaRk=CrAzY-NuTTeR) #8

then even it out, give axis more objectives, MG42 nests are a BIG bonus


(Victorianetza) #9

they have work to do: defend radar parts & gold; think its enough; but some more objectives are always good things to add :slight_smile:


(=DaRk=CrAzY-NuTTeR) #10

yeah, like MG42 nests


(MadJack) #11

My answer is the same. It depends on the map’s layout, how things are put in the map. If each objective is close to each other it shouldn’t be that hard, but even then, it might be tough. My map has 7 objectives, 2 main and the rest are medium/low priority but most are relatively close to each others. That doesn’t mean they will be easy. A lot depends on the players too. A simple forward spawn can make a whole difference in a map too.

So yeah, the answer is the same.


(MadJack) #12

I want to add something.

Objectives should be cut into 2 categories I think. That’s the way I do things anyway. First, there is the main objectives. Either bring something back, destroy whatever, etc. That should be the main goal of the map. Or, what the mission is all about. Then, you have the secondary objectives which enable you to get to those main objectives. You can have multiple secondary objectives but you will usually have one or two main objectives.

The way I see things, building a bridge is not a main objective, neither is blowing a wall up. Those are secondary objectives. The question you have to ask yourself is What needs to be done to be declared the winner? (That’s mostly for the offense side). That will be your primary objective. As for the secondary obj, you are right when you say that you might have too many but as I said the my previous posts, it depends on a lot of things.

Again, that’s how I see things :slight_smile:


(Victorianetza) #13

I have the following obejctives:

                                 // Objectives
		// 1: SECONDARY: Destroy the main entrance
		// 2: PRIMARY:   Steal the secret information
		// 3: PRIMARY:   Transmit the secret information
		// 4: Primary:   Steal the Gold
		// 5: Primary:   Secure the Gold

planning to add another gold, because if the GUY says: " We got the first gold crate" for allies, there must be second probably… :bump:


(MadJack) #14

And if someone else says it’s too hard? You’ll remove what?

All I’m trying to say is that feedback is important but know who is giving you feedback. If some unknown n00b sends you an email telling you it’s too easy/too hard it doesn’t mean much. OTOH, if one of the guys here tell you something like that, then it’s a whole new ball game. What I suggest is leave it as it is and from feedback after you get the first Beta out, you’ll see how things are.

Oh and I think you worry too much. That map isn’t even started and you’re already worried about how many gold crates you’ll have and how easy/hard it will be when nothing has been done yet. You have to think about those issues yes, but don’t get obsessed with it yet. Keeping in mind that it might have 2 is a good thing but except for that…

I guess you could make it with two and if it’s too easy, from feedback, you can easily remove one. It’s always easier to remove stuff than add it.


(Victorianetza) #15

my map is almost ready, and i have feedback from 3 beta testers; they did not tell me anything about the map being hard…