New map: UJE_01 "Rescue the V.I.P."


(C) #1

I released my 2nd map in public…
download the map at: http://www.wolfmap.de/details.php?file_id=2914

Axis must escort the V.I.P. into freedom…

The V.I.P. can be shot at by both teams… when he is dead, a medic must revive him before he can be escorted again.

The V.I.P. will kneel when being shot at… If a fieldops is escorting the V.I.P., he will no longer kneel for bullets…
When a medic is escorting the VIP, he will run (instead of walking)…

Axis can take a parachute too


download the map at: http://www.wolfmap.de/details.php?file_id=2914


(Miki) #2

Orignial idea, looks nice map :slight_smile:

Good job ^^


(Zer0Cool) #3

Hi C,

great work, i already tested it on Dark Alchemy Server, the fps are fine everywhere, the brushwork is nice too, and the parachute and the VIP are of course an excellent new add, but it seemed like that parachuters couldnt be shot… is that right? What is the reason for this?


(iwound) #4

wow thats good.
how did you do that?


(IndyJones) #5

we had similar idea with isbowhten for italy :wink:


(isbowhten) #6

how to let a mover revive? lol does it move a certain way`or can it get different ways chosen by the player?


(Berzerkr) #7

Do you release the VIP along with a tutorial as prefab for other mappers?


(isbowhten) #8

isnt it better tio learn it by yourself? i mean … trigger multiple has spawnflags so that different scripts can be executed by different classes…
it sure was an amazing work but should not be too different from trucks and tanks


(-SSF-Sage) #9

I just had a quick look at the vip and it’s script, quite nice converting over there. It’s based on the tank/truck pretty far. Holds huge amount of new scripts.

I also killed him and checked how the “reviving” works. It just has a trigger_multiple with medic_only where you just walk in and it revives.

Nice map! And nice idea!


(C) #10

Thanks for the replies and feedback folks…

Zer0cool:

but it seemed like that parachuters couldnt be shot… is that right? What is the reason for this?
Yes… that was intentionally done so… 2 reasons:

  1. When a paradropped player has no protection, he is a sitting duck…and nobody wants to take a flight with the parachute then… (i know it from another map, where this paradrop is first made for, UJE_Warzone_sniper)
  2. After testing several games on our own server, it turned out that the mission was really hard for axis, so we needed some more advantages for axis… The one-way-shootable paradrop is 1 advantage…

the fps are fine everywhere
That is nice to hear… feedback.
I even used some fog in the map, which cuts framerate a lot… 2/3 FPS remaining with that fog…
Try it Yourself: /devmap uje_01 and then disable the fog: /r_wolffog 0

[]v[]:

how did you do that?
The V.I.P.? It is an old Quake3 model… legs/torso and head are seperate models… i attached them on a script_mover (Chruker’s “tag-the-dummy”)…
The script is build from scratch, and i had a few rebuilds on the script, because i hit some scripting-limits…
Now the VIP is a combination of about 20 entities…Along the way more things were added…
I used several info_notnull entities to hold some extra script-info for the V.I.P to let the V.I.P. do some things at the same time (and because i couldn’t fit all the script in just 1 scriptblock of the V.I.P. itself)
The paradrop is a transparent script_mover where a player can just stand inside (the teleport-destination just fits inside actually, which is slightly wider than a player)…
I got the solution to make a 1-way-shootable from this forum…The search-option is really great! I had read it in a very old post…

isbowhten:

how to let a mover revive? does it move a certain way?
Medics need to “revive” the V.I.P… but they do not need a needle, they just have to touch him…In fact, on a NoQuarter server, players who are a level 9 medic, can also revive the poor V.I.P.
The V.I.P.-script_mover is automaticly self-reviving… i repair it from script when it dies… i only show the animation of a dying V.I.P (but meanwhile he is “repaired” allready)… That is why i do not show the healthbar of the V.I.P… otherwise the whole effect is gone.
I had to trick things, so the V.I.P. doesn’t show a healthbar (even while players can shoot him because he has health)…
The V.I.P. moves along a spline-path, just like a tank/truck…The only difference is that the V.I.P. is able to interrupt (and continue) his path from any position on the path…(This was needed because he has to fall dead when he gets hit, and not like a tank, drive to the next spline first)…

Berzerkr:

Do you release the VIP along with a tutorial as prefab for other mappers?
The V.I.P. as a prefab?.. that would not be too much trouble… but to explain how it is al connected by the mapscript…woot! That would take a while to explain… (longer than to build it myself)
Everybody who downloaded the map, allready has the mapscript, so they can have a look at it…

{SSF}Sage:
Yes it is pretty much like an ordinary tank,but with some differences…
I used seperate “threads” to time things… This way he can always be “revived”…
I just hated the buggy tanks… sometimes they stop and the mission is wasted…(as far as i can test, this has to do with some internal ET script-handling… every map with a tank has it every once in a while).
My V.I.P. is not resistant to this bug, but my seperate “revive-thread” keeps working, and it will enable the V.I.P. again… so…the mission can continue… woohoo!
Btw: I used info_notnull entities to hold some extra code (and accums)


When the map is finished (released as final), i will release the source-map as well


(Zer0Cool) #11

[QUOTE=C;180965]

When the map is finished (released as final), i will release the source-map as well[/QUOTE]
great! Thank you!


(pazur) #12

Nice map. What I noticed is that after the game ends an empty parachute goes down. I would make also a nicer loading picture. The guy looks wired :smiley:


(Higgins) #13

I downloaded it last night to see what the VIP was like. It took me at least 20 minutes to find him, as I thought he was inside the allies base at the top of the map. I did follow the signs but I must have missed him and I didnt notice the command map icon. Then when I did find him, I couldnt believe it, he was chained up in some kind of barn XD!


(C) #14

Pazur:

What I noticed is that after the game ends an empty parachute goes down
I ran the map a thousand and one times, and never saw this… (i just tested it again, still nothing like You said)
Nor did i hear this before…You are the first to tell me…
Question: Did You test it on Your own?.. or were there more players (probably trying to access the chute at mapend)

I had made a check to detect if the parachute is empty…(in case the player being dropped should die in mid-air)…the parachute will disappear at the same moment his body will fall to the ground.
It all works great…

weird or wired?

Higgins:
The V.I.P. appears in the map 1 minute after mapstart…at the first Axis-spawnpoint…he runs to the truck, and hops in…the truck then drives to a cafe, where the V.I.P. drinks a beer…At that time he will be taken hostage (and at the same time You will hear the voice-announcement “The V.I.P. has been taken hostage… Find him and lead him into freedom”)…
An engineer has to set him free first…and a defuse-icon is shown on the map…
When the engineer has done his work, the V.I.P walks outside and the V.I.P-icon is shown on the map…

I made a better icon allready, and their will be a better description in Limbo too next time…
There will also be some extra voice-announcements then…
I will also make the V.I.P. show-up at mapstart, so the Axis will see him immediately when they first spawn into the map…right before their eyes…


(shagileo) #15

Hehe, well I really had a great laugh ! It’s such a refreshing idea , something never-seen-before (at least I’ve never seen such a thing before).

And about the VIP drinking beer at the beginning : lol I didn’t see that in the beginning, I first thought you were telling some joke, but it’s real :smiley: :cool:

Really great custom announcements ! (there are some maps where the custom announcements are rather … fag XD )

Great job!


(stephanbay) #16

really cool and original.

Thanks for the map C


(isbowhten) #17

how can it stop between splines?


(Fluffy_gIMp) #18

Awesome map nice work! :cool:


(C) #19

Thanks folks…

shagileo:

Really great custom announcements !
Yeah…i like them too

isbowhten:

how can it stop between splines?
halt, abortmove…
Just look in the mapscript…You have it too

Fluffy_gIMp:
Woot!.. That is some unexpected reply for me…
Thank You Richard Jolly… Mr. SplashDamage Media Director…i feel honoured…
There are not many people who i click their name every day… :wink:
Thanks for the game!


(th0rn3) #20

Hey, the VIP is Doctor Evil from Austin Powers Movie. And he doesnt drink beer, he is doing his “evil gesture” :smiley:
Really nice made