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


(Mateos) #41

That hard? o.o

I would just set the objective neutral on map load, when Allies win (trigger where the bomb is disarmed), success for Allies and fail for Axis, and on timelimit_hit fail for Allies and success for Axis if you want it to be perfect, even if nobody can see it (Or open Vocal menu and press L x) );

Can’t see where to use accums?


(twt_thunder) #42

but how to get the “check mark” when cp’s are built then?


(Mateos) #43

On build final event, where you have the correspondant wm_announce, you can add a line (Allied side):
wm_objective_status 1 1 1

1 - First Objective (From 1 to 8 so)
1 - Allies (0 for Axis)
1 - Complete (Green Check)

For Axis:
wm_objective_status 1 0 2

1 - First Objective (From 1 to 8 so)
0 - Axis
2 - Failed (Red Cross)


(acQu) #44

Yes, on built final event.

As far as i remember the commandpost is basically a func_constructible with thousands of stuff around, but important for the script is only the func_constructuble. You go in Radiant, set a scriptname to it and use that scriptname to reference it from script.

For example if you have scriptname ‘allied_commandpost’ on your func_constructible, then you would have this basic framework here to work with.

allied_commandpost
{
	spawn
	{
	}

	trigger setup
	{
	}

	buildstart final
	{
	}

	built final
	{
            //put commands here if it is built 
	}

	decayed final
	{
	}

	death
	{
	}
}

In built final you put your commands, such as indicate that it is built, set chargetimes etc.

Hope i remembered correct :slight_smile:


(twt_thunder) #45

Thanx guys! now I actually understood it…Well, just waiting for the comandposts …no just kidding Mateos, I need a bit more lightsetting first :slight_smile:


(Mateos) #46

Thousands :stuck_out_tongue:

The func_constructible defines the script table with its scriptname, and you enable/disable the misc_gamemodel’s/build/plant stuff through it.

If you do a trigger setup, you have to set in spawn “trigger self setup” if I’m not wrong, I saw this several times; For some reasons directly putting the lines of setup in spawn don’t work sometimes…

Chruker website is the best for all that stuff:
http://games.chruker.dk/enemy_territory/

Edit:
CP if I have time this week end. Math exam tomorrow _


(acQu) #47

Yes, the trigger setup shouldn’t actually be there, forgot to take it out :stuck_out_tongue: It is basically just a self-defined script routine and gets executed from somewhere else in the script by typing ‘trigger allied_commandpost setup’.

Script was directly from goldrush, so it is probably the right way todo if it doesn’t work in spawn event.


(twt_thunder) #48

Allied_cp works flawless, thanx Mateos.
Managed to make a copy and made it Axis myself :smiley:

will upload them soon to modernetfront

map is closing in to a release.
probably also release the source with everything so people can optimize or change things themselves


(twt_thunder) #49

How long is it normal for the VIS compile to run… It has runned for 7 hours now :frowning:


(Mateos) #50

Few seconds ^^’

Have you turned all little props to detail?


(acQu) #51

Yes lol. Dependend on how ‘detailed’ your vis is.

Normally it should not take more than 3 minutes imo. Or at max i would say 5, but then you gotta have a pretty huge map with lots of places to block. About few seconds is the average case (on small map), like 10 or 20 ^^


(twt_thunder) #52

guess I have to figure out how to use the hint brushes then…


(acQu) #53

It has been along time, but if you are fed up you can send it to me and i could try ^^ Havn’t installed Radiant here on Linux though …

EDIT there is also a ‘quick measure’ (so to speak). It basically leaves the map unoptimized, but at least you can pass that phase quick and leave it for later of needed. I am talking about making everything detailed except the skybox.


(Mateos) #54

Before using Hint, you have to see if it is needed or not, because Hint is made to split the space the way you want, and so could potentially make this phase longer… or not if you tell Q3Map2 to only care about your Hint and not its calculated splitting x)

acQu (Or maybe me) may help you :slight_smile:

I think Shagileo made a PDF I reposted not that long ago about VIS… if you want to have some headhashes :smiley:


(twt_thunder) #55

Then I will try to remove my hintbrushes and keep on detailing things , I also forgot to set clippertool to caulk so I got a little job to do there too


(Mateos) #56

Hope you used as well Brush Cleanup Tool after cutting, it could generate some more useless portals with degenerated planes :slight_smile:

When you’ll be done with detailing, if you still have a too long time to run the VIS stage, let us know o/


(twt_thunder) #57

— SetupTraceNodes —
************ ERROR ************
MAX_TW_VERTS (12) exceeded
:frowning: :frowning:

TIME TO MAKE IT OVER AGAIN!!!


(Mateos) #58

According to Google, an area got too much splitted into leaf nodes… Any backup? Area you touched which could do this?


(acQu) #59

http://forums.warchest.com/showthread.php/22177-Map-Compiling-Errors-GtkRadiant-1-5?highlight=MAX_TW_VERTS


(twt_thunder) #60

dont really know mateos…
And doesnt really matter… done so much wrong that I think I will just start over…