ETPro mapscript - goldrush new spawnpoints


(McSteve) #1

Due to problems on my public server of Allies spawncamping Axis once both gold crates are secured, I decided to try to force Allies to take the truck and finish the map by creating some new spawnpoints for Axis round the back of tank barrier 2, which breaks the Allies hold on the courtyard.

Couple of problems though. First off, I had to decrease the wait time from 500 to 200 before setting the first autospawn points to even get the script to work, otherwise I had Axis spawning at the bank on mapstart. I can live with that, but what is annoying is the fact that the new spawnpoints mess up the spawn point allocations, which means that anyone who uses a bind/script to choose their spawn point ends up in the wrong place.

I only have a basic understanding of mapscripting atm. If anyone can give me some pointers, I’d appreciate it.

www.bogeylicker.co.uk/et/mapscripts/goldrush.script


(nUllSkillZ) #2

AFAIK you can’t set the state of a “team_WOLF_objective”-Entity.
You have to alert it:


...
alertentity axistankbarrier2_obj
...

I think it’s the same for the “team_CTF_redspawn”-entities.
You should have a look at bani’s “Fueldump” etpro-script and there at the headquarter (allied command post) spawn.


(DerSaidin) #3

setstate works for me on team_WOLF_objective

I think you do need to alert entity on the team_CTF_bluespawn or team_CTF_redspawn


(mortis) #4

Do it just like in bani fueldump, except instead of turning the spawn routine on when the CP is built, turn it on when the second goldcrate is loaded, then set the autospawn to that spot. Starting invisible is no problem. Setstate the old allied spawns and TWO invisible, give them a new spawnpoint, and use a wm_announce so people don’t get confused.

I’ll take a more detailed look at your script later, my internets are down at home until Wednesday.


(McSteve) #5

The script works as it is, but because I probably haven’t done something properly, the setspawnpt allocations have all changed and its a bit annoying for people with binds/scripts to choose spawnpoints (myself included).

The new axis spawn is set to auto when the crate is loaded, but good point about wm_announce, I forgot to do that to let people know.


(mortis) #6

Just FYI on the waitstate adjustment at the map start…reyalp has drilled it into me that the autospawns have to be set very early on, prior to the players spawning. Many maps have 500ms initial waits, which can cause them to get fooked. Supplydepot is a perfect example of the initial wait state bug. As a rule of thumb, I use 150ms for the initial wait state, to avoid that issue. Set those spawn points early!

Also - Bani or reyalp, I can’t remember who, said that certain ETpro script changes need to occur in the first few server frames, but I don’t recall which keys/entities are the ones in question.

Moral: Short wait states FTW!


(SCDS_reyalP) #7

As I told you in IRC, the setspawnpt numbers changing is caused by adding a new TWO (team_WOLF_objective).

Your possible solutions are to cause the new TWO to be added after the ones in the map (which may or may not be possible), or by not adding a new TWO.

If you enable/disable the new spawns with script, you may be able to get away with not adding TWO, or just moving the one associated with the axis second spawn.


(McSteve) #8

I have tried delaying the creation of the new TWO, but without success so far. I might wait until Mortis has a look if he has time, but I like the idea of moving the existing Axis bank spawn once the 2nd crate is secured, that certainly sounds like it would solve the problem so I’ll probably have a play at the weekend.


(mortis) #9

I have some ideas about how it might be done, but I am moving right now, and I have no internets, so I’m double screwed. Maybe on my lunch hour at work I can play with the script a bit.