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


(twt_thunder) #21

[QUOTE=Mateos;436604]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 :)[/QUOTE]

yes I do, but just experimental… not sure how this works…

ambient 3
_color 0.95 0.95 1 what is this really?


(Mateos) #22

_color = The color (I guess RGB?) for the ambient lighting :slight_smile:


(twt_thunder) #23

yes but rgb **** I never understod :slight_smile: I would really like a kind of “dusk” or “dawn” kind of lightning but I guess I need another skybox then :smiley:

but will figure it out… still lot of work to do :slight_smile:


(twt_thunder) #24

BTW Anyone who know how to make “flashing lights” with shader?
someone who wanna share one?


(Mateos) #25

Maybe this:
http://q3map2.robotrenegade.com/docs/shader_manual/lightstyles.html

I remember a site explaining it more (About the tilting effect on Well of Youth if I recall correctly), but can’t find it in my bookmarks :confused:


(twt_thunder) #26

[QUOTE=Mateos;436660]Maybe this:
http://q3map2.robotrenegade.com/docs/shader_manual/lightstyles.html

I remember a site explaining it more (About the tilting effect on Well of Youth if I recall correctly), but can’t find it in my bookmarks :/[/QUOTE]

think I passed by that site you’re talking about yesterday…

but I cant seem to find it… But I got an Idea with remapshader…
If it works I will share :smiley:


(-SSF-Sage) #27

Btw. Create light entity, press k and you get a color selector. It will give you rgb value. :wink:


(twt_thunder) #28

Thanx, really great info! you’re the man:D


(twt_thunder) #29

lightsetting is a b…


(twt_thunder) #30

more shots , have a bit still to learn how light cast shadows and where you actually need to put the lights when it comes to hight and how far from walls and so to get it right, or atleast to look about right…


(twt_thunder) #31

I got a scripting question…

The wm_objective stuff how does this work?


(Mateos) #32

Good morning,

On top of Gold Rush or other core map scripts, you should see how to write these: they changes the Limbo Menu objectives, with nothing, or adding a green tick (Obj done), or a red cross (Obj failed). There’s a maximum of 8 if I’m not wrong.

Their test is in the mapname.objdata in the maps folder.

In the map, you can place cameras for these:

  • info_limbo_camera with keys objective obj_number and target.
  • info_null with the same targetname has the target of info_limbo_camera.

The objective 0 is often forgotten, this is the limbo first screen which describe the map.

Hope it will help, and if not… Xfire :slight_smile:


(twt_thunder) #33

-Will have a look Mateos, maybe I’ll figure it out.
-Do you think you got a chance to make one allied and one axis cp of the new model with scripts for me?
just to put into the map?
closing in for some testing on mod, so it would be cool to have map ready :smiley:


(Mateos) #34

If you re-asked for it Friday evening yes, now I have college ^^’

I have an Allied one I think, will check when I can, I keep you in touch.


(twt_thunder) #35

[QUOTE=Mateos;438614]If you re-asked for it Friday evening yes, now I have college ^^’

I have an Allied one I think, will check when I can, I keep you in touch.[/QUOTE]

thanx :slight_smile: , I know how it is Mateos, real life has to go first :smiley:


(twt_thunder) #36

So… In my map wont be so many objectives…
main objective is the nuke
and the 2 other would be the cp’s…

// Objectives
// 1: find and defuse nuke
// 2:allied cp
// 3:axis cp

	but I dont get the rest...

                               wm_objective_status ???
	wm_objective_status ???
	wm_objective_status ???

and this?

wm_set_main_objective 1 0
wm_set_main_objective 1 1

and twice?

but the objdata file is ready:

// Set scenario information
wm_mapdescription allied “You are sent in a bomb squad to seek down and defuse a nuclear bomb.first set up the cp to have contact with the HQ”
wm_mapdescription axis “Build a comandpost and guard the nuke with your life,prevent the allied at all cost from defusing the bomb.”
wm_mapdescription neutral “The liberation army have blown of 2 car bombs and planted a nuke to blow up the city,an Allied bombsquad is sent to find and defuse the bomb.But the liberation army will defend the bomb with their lives”

// Axis Objective Descriptions
wm_objective_axis_desc 1 “Primary Objective:**Stop the Allies from finding and defusing the nuke.”
wm_objective_axis_desc 2 “Secondary Objective:**Set up a Command Post inside the Tank Depot.”

// Allied Objective Descriptions
wm_objective_allied_desc 1 “Primary Objective:**Find and defuse the bomb”
wm_objective_allied_desc 2 Secondary Objective:**Establish a Command Post"


(csocsi96) #37

I will try to make this thing for you the script and a little map with this bomb method. But I have free time only at weekends.


(Mateos) #38

Here an extract from my 1944 Nordwind 2, with explanations:

// Current main objectives for each team <objective> <team (0=Axis, 1=Allies)>
		wm_set_main_objective		1	0
		wm_set_main_objective		1	1
		wm_set_main_objective		5	0
		wm_set_main_objective		5	1

		// Objective overview status indicators
		// wm_objective_status <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete V 2=failed X)>
		wm_objective_status 1 1 0
		wm_objective_status 1 0 0
		wm_objective_status 2 1 0
		wm_objective_status 2 0 0
		wm_objective_status 3 1 0
		wm_objective_status 3 0 0
		wm_objective_status 4 1 0
		wm_objective_status 4 0 0
		wm_objective_status 5 1 0
		wm_objective_status 5 0 0
		wm_objective_status 6 1 0
		wm_objective_status 6 0 0
		wm_objective_status 7 1 0
		wm_objective_status 7 0 0

But wm_set_main_objective doesn’t work, does nothing in source code.


(twt_thunder) #39

[QUOTE=Mateos;438834]Here an extract from my 1944 Nordwind 2, with explanations:

// Current main objectives for each team <objective> <team (0=Axis, 1=Allies)>
		wm_set_main_objective		1	0
		wm_set_main_objective		1	1
		wm_set_main_objective		5	0
		wm_set_main_objective		5	1

		// Objective overview status indicators
		// wm_objective_status <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete V 2=failed X)>
		wm_objective_status 1 1 0
		wm_objective_status 1 0 0
		wm_objective_status 2 1 0
		wm_objective_status 2 0 0
		wm_objective_status 3 1 0
		wm_objective_status 3 0 0
		wm_objective_status 4 1 0
		wm_objective_status 4 0 0
		wm_objective_status 5 1 0
		wm_objective_status 5 0 0
		wm_objective_status 6 1 0
		wm_objective_status 6 0 0
		wm_objective_status 7 1 0
		wm_objective_status 7 0 0

But wm_set_main_objective doesn’t work, does nothing in source code.[/QUOTE]

explained a bit more of it… but how to change these during gameplay? is this where the accum stuff comes in?


(csocsi96) #40

you can try to make a func_invisible_user which is responsible for starting your bomb which is targeting a target_relay which is targeting a target_script_trigger

and the scripting of it would be a similar way like the tank’s script. You have to make accums which will be responsible for counting down the seconds.

you have to check in every second if your accum reached 0 or not yet, if not go on with the script.

you need to set the timer for example like this: accum 0 set 30

and then accum 0 inc -1 in every second, and check if it is already 0 or not.
if it is, trigger an other action which will blow the bomb and win the game for the team.

i looked into the mlb daybreak’s script. the guy who made the script divided the units into minutes as well not just seconds. For you it is not needed because i guess u don’t want to display the remaining time.