hello
it’s me again
a question:
i want to make a flag that the allied must capture and only let spawn allied there and if the axis touch the flag nobody spawns there
how do i do that?
thx
blizzard
hello
it’s me again
a question:
i want to make a flag that the allied must capture and only let spawn allied there and if the axis touch the flag nobody spawns there
how do i do that?
thx
blizzard
Perhaps this would help you:
http://www.pythononline.co.uk/et/tutorial29.htm
i’m not really sure but by the axis part i must just set the accum from 0 to 2
not 0 to 0 because then is axis
am i right?
It depends totally on your script. Show us your script so we don’t need to play detectives.
hehehe i think that’s a good idea
game_manager
{
spawn
{
wm_axis_respawntime 14
wm_allied_respawntime 11
wm_set_round_timelimit 20// Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody) wm_setwinner 0 wait 500 setstate forward_wobj invisible setautospawn "Axis Spawn" 0 setautospawn "Allied Spawn" 1}
trigger allies_win
{
wm_announce “The Allies blew up the computer!”
wm_setwinner 1wait 2000
wm_endround
}
}
// ================================================
maingate_1
{
spawn
{
wait 50
trigger self setup
constructible_class 3 // 2=Satchel 3=Dyna
}trigger setup
{
setstate maingate_1_materials default // Crate Models
setstate maingate_1_clip default // Clip brushes
setstate maingate_1_flag default
}built final
{
setstate maingate_1_materials invisible // Crate Models
setstate maingate_1_clip invisible // Clip brushes
setstate maingate_1_flag invisiblewm_announce "Allied Team have built the maingate!"}
decayed final
{
trigger self setup
}death
{
trigger self setup
wm_announce “Axis have destroyed the maingate!”
}
}
// =================================================
computer
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}death
{
trigger computer_toi removewm_announce "The Allies have destroyed computer!"trigger game_manager allies_win
}
}computer_toi
{
trigger remove
{
remove
}
}// =================================================
back_bunker
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}death
{
trigger back_bunker_toi removewm_announce "The Allies have destroyed the back_bunker!"}
}back_bunker_toi
{
trigger remove
{
remove
}
}forward_flag
{
spawn
{accum 0 set 2 // Who owns flag: 0-Axis, 1-Allied, 2-Nobody
}
trigger axis_capture // Touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?
accum 0 trigger_if_equal 1 forward_flag axis_reclaim // Reclaimed from Allies
accum 0 set 0 // Axis own the flag
wm_announce “Axis have captured the Forward Flag!”
setstate forward_wobj default
}
trigger axis_reclaim
{
alertentity forward_wobj // Switch command map marker
}
trigger allied_capture // Touched by an allied player
{
accum 0 abort_if_equal 1 // do Allies own flag?
accum 0 set 1 // Allied own the flag
wm_announce “Allies have captured the Forward Flag!”
setstate forward_wobj default
alertentity forward_wobj // Switch command map marker
}
}
i want a foward flag that the axis can’t take
but this line will said the opposite
accum 0 set 0 // Axis own the flag
if i chance 0 set 0 to 0 set 2 then the axis won’t capture it or isn’t this all true what i say
[QUOTE=blizzard;187002]i want a foward flag that the axis can’t take
but this line will said the opposite
accum 0 set 0 // Axis own the flag
if i chance 0 set 0 to 0 set 2 then the axis won’t capture it or isn’t this all true what i say[/QUOTE]
It is just a check, if axis “owns the flag”. For example when Allies own the flag, then axis take it, it announces “Axis has captured the flag” or such, but it won’t announce it again, before Allies have captured. Otherwise the announce would be heard everytime Axis player touches the flag. That check is there to stop that happening.
so i must delete the announce
a other option is to tick a the box called allied_only in the enitie window
maybe that work
[QUOTE=blizzard;187006]so i must delete the announce
a other option is to tick a the box called allied_only in the enitie window
maybe that work[/QUOTE]
Neither of these has nothing to do with spawning in there. Apart from one cosmetic, the script should work if the entities are correctly setted up. Have you even tested it?
no
i am now going to compile the map and after about 15min i will post again
i don’t want that the axis can spawn there becuz it’s become to easy for the axis team to defeat the allies in the tutorial they said i need to put a team/team_ctf_redpawn near it but if i won’t the axis spawn there i have skip that part.
other question
i have about 6 team/team_ctf_bluespawns but must there go by each box 1 line to the team/team_wolf_checkpoint or can i just copi the first box 6 times, the lines disappear by the other 5 boxes. does this make sence?
plz look 15 min later again in this topic if you want
but i need this answer before i’m going to compile cuz if i do this wrong i have to compile again 
thx
When you copy paste those blue/redspawns (or any other entity), and you are using 1.5.0 the targetname changes. So you need to change the targetname back. Same happens with target key when you copypaste. If you don’t have spawnentities, obviously they can’t spawn there.
6 boxes is very little amount, you should have atleast 16 of those per spawnpoint and if you are making the map for more people, make it 32. And all active (at the round start) spawns are supposed to be startactive.
Ps. Are you running on a really slow machine, or is your map really big, or are you compiling more than -meta (single bsp)?
i’ve a fast computer and with full compiling it’s take about 15 min mij map has got about 3000 brushes and 300 enities
it’s not really big total i have 18 by allies 18 by axis the allies can spawn 6 man by the forward it’s enough for my map.
you have only a prison that the allies have to break in.
and not everybody must spawn at the same place so.