[map] MIA


#61

excuse me, I don’t want to be confusing…

I think this way:

You want a helicopter
axis can destroy the helicopter
if the helicopter is destroyed it’ll crash into the ground

or?

if you want an explosion in the helicopter:

1 just add a func_explosive in the map

2 script it so it is on the same place as the “huey”

2# the huey has a targetname

2#2 the targetname can be used instead of followpath

2#3 use this command: setposition <targetname> to get the func_explosive to the same place as the huey

2#4 you can then trigg the explosion how i dont really remember but it should work with: “trigger func_explosive_scriptname death”

2#5 you can use a setspeed <x> <y> <z> for making the helicopter fall

x = xscale
y = yscale

z = height

so for falling: setspeed 0 0 -40

3 I’ve not look this up but I’ll do that later today…

probably someone really good at scripting can help here?


(acQu) #62

Nice explanation there. This might work.

Thunder still did not explain the “movie” :smiley: Please explain the “movie” to us thunder. When the huey is down health, what happens to it, does it go back to starting position? And is this really good? I like the idea of oveove: if it is down health, it will “move down”, but maybe you can make it so it lands there, so it can be repaired again. This can actually be done with accums, and alot of path work in Radiant :smiley: No?


(twt_thunder) #63

ok… “the movie”
there is added a bit of water on the map to make it harder to “walk to pow camp” , its like all vietnam films… you’re getting flied out to a droppoint and there you go, blow up a gate, rescue the m.i.a’s and take them back to allied camp in nursery.
for the chopper the idea by making it shootable is just to make it more realistic… I mean if you shoot a chopper it will blow…
but for not making things to hard… the allied gets a new chopper on spawn to bring them out… I am atm trying to figure out why the chopper wont start over again and be shootable again… maybe I have to bring it into the game_manager to make it work…
I will try this I think


(Mateos) #64

Basically, you want to reset all the involved entities to their spawn settings?

You could make a custom trigger inside the huey part, which would be triggered on the huey’s death, indefinitely.


#65

[QUOTE=thunder_13th;482366]ok… “the movie”
there is added a bit of water on the map to make it harder to “walk to pow camp” , its like all vietnam films… you’re getting flied out to a droppoint and there you go, blow up a gate, rescue the m.i.a’s and take them back to allied camp in nursery.
for the chopper the idea by making it shootable is just to make it more realistic… I mean if you shoot a chopper it will blow…
but for not making things to hard… the allied gets a new chopper on spawn to bring them out… I am atm trying to figure out why the chopper wont start over again and be shootable again… maybe I have to bring it into the game_manager to make it work…
I will try this I think[/QUOTE]

I don’t think this will work better in the game_manager, it’s only more work…

if we remove the helicopter after a great explosion, we probably spawn it to the first position?

like this:

at first: an axis soldier shoot a missile/panzer and destroy the helicopter

then we: abortmove the helicopter

then we:

setspeed 50 20 -60
wait 800

(on the helicopter so it falls 5m probably)

then we got a target_explosion

the target_explosion got explode as targetname

setposition explode <targetname of huey> //for get it to the same place as the huey

and then: we let the explosion be done and teleport the helicopter to the startposition,

?


(-SSF-Sage) #66

Normally “death” removes an entity. So there is a real way to achieve respawning, no need workarounds. From top of my memory, it’s probably 5 years since I’ve used this. And only works with script_mover:

Tick Flag “Resurrectable” in radiant.

To awake the entity use alertentity (IIRC). I can’t remember if “death” event was executed after such fake dying or was it “fakedeath” (maybe it was RTCW that had this? ). You can try this with g_scriptdebug 1 and see what event happens when health is 0. Also I think after resurrecting, instead of “spawn” event comes “rebirth”


(twt_thunder) #67

ever seen the “big head” mod… this is how my head is after all this testing, half info and so on… I like oveove’s idea but I don’t know how to script it…
and… can you really “tag” a func_explosive to a scriptmover…


(-SSF-Sage) #68

Yeah I know how you feel. I’ve had that feeling for 7 years now. :smiley:

Forget func_explosive. You should use script_mover instead of func_explosive for moving objects anyway. Just like tank or truck is. You should not need much actions when changing the entity

With func_explosive I think your only change is making health like 10 times bigger (or more if you want infinite), and then use maths, because func_explosive is removed when health gets to 0. Eg. start with health 10000. then have event “pain 9000” (first death), then “pain 8000” second death and so on. But just use script_mover, it has same functionality as func_explosive…


(twt_thunder) #69

ok… I forget about the “death” fuction for now and consentrate on the rest…
the first release would probably be without it…
I changed a bit enviroment so it should be a bit harder to see each other… making it a bit more fun I think…being able to sneak around…

was looking for a good skybox to use with fog and rain but couldnt find any…
so I will go with the battery sky…

here are some more screens:







(Mateos) #70

Nice looking, it looks almost complete :smiley:


(twt_thunder) #71

yea well almost… hoped you bothered to waypint it when I am done… I will give instructions how I want the bots :smiley:


(Mateos) #72

Yeah no problem ^^


(twt_thunder) #73

Next queston… :smiley:

the wm objective stuff and the limbo cameras… are they connected?
tried to make the limbo camera obj 1 and 2 but it just shows the info deatmatch…


(-SSF-Sage) #74

http://www.pythononline.co.uk/et/tutorial32.htm :slight_smile:


(twt_thunder) #75

thx didnt think of it…lol


(twt_thunder) #76

I think i actually made it work… now for comandmap… 1st one looked like s h i t :slight_smile:


(-SSF-Sage) #77

http://www.surfacegroup.org/tutorials/wet/command_map/ :slight_smile:


(twt_thunder) #78

yea, know about this… but wasnt there an comand map creator prog for this?.. trying to find the thread…

EDIT:

found it under sticky tools and things:

http://www.christianhart.de/mapping/new/commandmap.zip


(twt_thunder) #79

ok comandmap made and the limbo stuff,
now for the capturing of of mia and stuff again… I will use the jæger prefab to look how acQu did this…
I managed to make a transculent mia :slight_smile:



(-SSF-Sage) #80

Are you planning to animate the mia? I remember there is a map that had full Escort person objective with all animations and bits. It was called VIP http://et.splatterladder.com/?mod=mapinfo&idx=8209