just coded 4000 lines of script, death by toi limit


(Ent) #1

:banghead:
ok longtime scripting, longtime settin up entities, flew over the toi limit.

can cut back on the constructibles but i was wondering if theres a way of doing constructibles without toi’s

at the moment i’m thinkin some kind of timed func_invisible _user, trigger_multiple combination with scripted object appearance

if anyones already cracked this one please let me know

-Ent


(Ifurita) #2

PM Cptn Triscuit, the guy doing Baserace_beta3

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11438

He’s doing exactly the same thing in his map


(EB) #3

BTW max 18 TOI’s. ****What about removing the ones from health and ammo cabinets and just have them hidden from command map view ? This may save you a ton of work to transfer those over.


(Ifurita) #4

Actually, can you list out where all of your TOIs are. As EB pointed out, maybe there are other ways to reduce the number of TOIs used.


(Ent) #5

will get in touch with Cptn Triscuit, ok toi rundown
havent done composts yet cos i’m working on strategy/gamplay and i know where i’m gonna put them anyway

ok

31: toi’s

24 of those are in 12 fiu, tst script mover double doors with a constructible barracade on either side

4 are in 4 consctructible class 2 func_destructible sniper roof panels

3 are in health and ammo cabinets

the 4 for the roof panels are always invisible anyway so i can get rid of those to squeeze some more out

i could get rid of one floor of doors and that’d give me only 16 toi’s in the doors but then i’d only have 2 for composts and cabinets

i want to keep all the doors because they create a barrier which teams can shoot from behind and there’s choice aswell so they cant just build barriers in one place

i’ve thought of removing all the barriers from one side so only the defending team can build them but after a certain obj is captured the fight goes the other way

if i can sort out another way of doing the constructibles i can keep all the doors and all the script wont need scrapping but as it stands i’ll have to change it all anyway

like i said i think an fiu trigger multiple combination with scripted on screen progress message might work but i’ve had a rest since finishing all that code last night, so i’m just off to go try it now

-Ent


(Ent) #6

i can see i can scrap the 4 roof panel toi’s with just a func_explosive and some fiu’s but the 24 i have to keep so i need constructibles without toi’s from the looks of entity descriptions in sd-radiant they used to be done without toi’s. they’ve gotta be targettable another way. i’ve tried fiu’s …


(EB) #7

You could replace anything non_re-constructible with script movers set to damage by explosive only and script it to dissappear along with a func_invisible use that would HINT_SATCHEL. It would explode by grenade or panzer still but at that point, it may not be that big of a diff.
-Good luck whatever you choose.


(Ent) #8

sounds good

if i do that for the panels and lose the scripted doors of death on the 2nd floor i’ll have 2 left for com-posts and i’ll have to figure something out for the obj , it’s intended to be a small strategic clan map, so i might see if i can find a clan that will test a slimmed down version and see what plays well before i continue dancing around the limits


(Ent) #9

should be a mappers only test server somewhere before you have to release, so you can discuss entity loads and stuff in game whilst trying it… i’ll keep that in mind if i get 5mb broadband


(Ifurita) #10

24 constructibles does not seem to mesh well with the idea of a small clan map. Have you run you idea by any teams? What is the purpose for the map? Comp play? Training.


(Ent) #11

on the face of it no, but the idea was to give some choice in the matter instead of only being able to construct in one place. and they were only level one so it doesnt iterrupt play very much at all. main aim is sniper/teamplay training. like i said i’ve slimmed it down the script now 1754 lines instead of 3997 and theres only 4 sets of double doors. gone do a quick texture align since the last time i moved it and see who wants to test it


(G0-Gerbil) #12

For things like health and ammo cabinets you could do what I do with my PP markers and simply place them on the command map itself.
Only works (naturally) for static things that don’t toggle.