[map] Apocalypse city ...an objective with timer possible?


(twt_thunder) #1

Hey I am (trying) to make a map where allready one bomb has gone off and I want another hidden away for the allies to find and defuse to win the match. Is this possible and if how to script it?

axis will only try to prevent the allied from defusing it.


(Loffy) #2

Nice. Keep it up!


(twt_thunder) #3

thanx loffy, we just have to see if someone here got a way to script this thing…

and that modernetfront mod ever gets somewhere :smiley:
Smurfer have atleast joined me :smiley: :smiley:


(eQuilibrium) #4

You could just set the timelimit to be the time the allies have to defuse? :slight_smile:


(twt_thunder) #5

??? what do you mean? that wouldnt work because when the map ends axis would still win …

And there is more to it then this:
what enity to use?
has to work only for engineers.
not really sure about this…

But I got an Idea, Maybe I should try with a func_constuctable… That would maybe work…
Then the timelimit of map could be the time to reach before :smiley:

good call eQuilibrium, thanx


(Destroy666) #6

[QUOTE=thunderpwn;434356]
But I got an Idea, Maybe I should try with a func_constuctable… That would maybe work…
Then the timelimit of map could be the time to reach before :D[/QUOTE]

Yes, that’s the only solution I guess.

After the 1st bomb had been blown, setstate the 2nd bomb as construction and run a timer. If timer will run to end, set the attacking team as winner and end map. If it’s built before timer exceeds, set the team which built it as winner and end map.


(twt_thunder) #7

[QUOTE=Destroy666;434360]Yes, that’s the only solution I guess.

After the 1st bomb had been blown, setstate the 2nd bomb as construction and run a timer. If timer will run to end, set the attacking team as winner and end map. If it’s built before timer exceeds, set the team which built it as winner and end map.[/QUOTE]

As you can see on screenshot,first bomb is gone off, and the next bomb is nuclear so its the allied mission to seek and defuse that.
will this script work do you think? :

 // ================================================
bombscript
{
	spawn
	{
		wait 50
		trigger self setup
		constructible_class	2	// 2=Satchel 3=Dyna
	}

	trigger setup
	{
		wm_announce "Allied have started the defuse of bomb"
	}

	built final
	{
    	wm_announce "Allied Team have defused the bomb!"
		trigger win
	}

	decayed final
	{
		trigger self setup
	}

	death
	{
		trigger self setup
		wm_announce "Axis have detonated the bomb!" 
	}
}


(Destroy666) #8

Oh, thought the 1st bomb had to be planted by attackers first and after blowing it up the 2nd shows up.

Well, if not, then simply you can use map timelimit as mentioned before. In built final add a trigger leading to game_manager which will change winner and end the game + set any possible effects like setstate invisible the bomb. That’s all.


(twt_thunder) #9
  • set any possible effects like setstate invisible the bomb

how? show me in script.

here’s the bomb by the way :smiley:
not too fancy but will do (made in 5 min :smiley: )


(-SSF-Sage) #10

If you want constructible. I would make a 2 stage constructible. I cant remember if we can have more stages.

Other choice would be having a trigger multiple marked for only allied engi, so eg when engi stand 30 secs next to the bomb it defuses. Potentially it could cooperate with a func invisible user (an invisible button needs to be pressed once engi is nearby).


(twt_thunder) #11

[QUOTE=-SSF-Sage;434462]If you want constructible. I would make a 2 stage constructible. I cant remember if we can have more stages.

Other choice would be having a trigger multiple marked for only allied engi, so eg when engi stand 30 secs next to the bomb it defuses. Potentially it could cooperate with a func invisible user (an invisible button needs to be pressed once engi is nearby).[/QUOTE]

Might have to go with this solution, since I am not sure I can have a visible bomb and a engie defusing… because the bomb would have to be in two different models then I guess… one armed (not built) and second defused (built)… then it would probably work… we’ll see
need to figure out where to put bomb so it is hard to find :smiley:

EDIT:But then this script of mine wont work, would it?


(twt_thunder) #12

If you want constructible. I would make a 2 stage constructible. I cant remember if we can have more stages.

3 it seems:

-------- KEYS --------
"track"		functions as a group name. All entities with the same 'track' as the func_constructible will be constructed at the same time.
"constages"	list of target func_brushmodel entities (up to 3) that make up the construction stages (example: "stage1;stage2;")
"desstages"	list of target func_brushmodel entities (up to 3) that make up the destruction stages (example: "desstage1;desstage2;")
-------- SPAWNFLAGS --------
START_BUILT : building starts built
INVULNERABLE : building can't be destroyed
AXIS_CONSTRUCTIBLE : building is constructible by axis
ALLIED_CONSTRUCTIBLE : building is constructible by allies
-------- NOTES --------
A constructible object that functions as target for engineers.

Edit:

Next thing how to get the model as construcible?


(Mateos) #13

You make a constructible entity, and your model as a misc_gamemodel.

spawn -> setstate yourmodel_targetname invisible

etc. depending on the events (underconstruction, default) :slight_smile:


(twt_thunder) #14

[QUOTE=Mateos;434527]You make a constructible entity, and your model as a misc_gamemodel.

spawn -> setstate yourmodel_targetname invisible

etc. depending on the events (underconstruction, default) :)[/QUOTE]

cant use invisible, since the allied should find it :), the constuctable enity… can it be the brushes around the model? like in the cp?
btw getting anywhere with that project?


(Mateos) #15

Yes, it’s exactly as a CP: you have the model, the solid clip brush, the build entity.


(twt_thunder) #16

ok thanx mateos I will try to make it happen :smiley:


(twt_thunder) #17

BIG THANX to Mateos for help!
seems I got my main objective.
Will alaso make a prefab of it and upload it in map form and script to it.
If anybody else want a “find the bomb and defuse it” map :smiley:

http://www.xfire.com/video/5eb44a


(twt_thunder) #18

more shots


(Micha) #19

Seems nice. Can’t wait to test it :slight_smile:


(Mateos) #20

Nice shots!

Do you have a ambient key in your worldspawn? On the second shot some parts are almost black, it could be good to add one :slight_smile: