does somebody have a tutorial about how to make a objective, which the allies can steal and bring it somewhere else to win the game. like a goldcrate or something.
objective
Ifurita has made a nice tutorial.
But unfortunately I can’t find it anymore on his site:
http://4newbies.planetwolfenstein.gamespy.com/tutorials.php
Thanks for the link.
Hmm, shouldn’t the script start with:
trigger allied_gold
{
...
instead of “//Gold allied_gold {” (haven’t had a look at the prefab though).
hello i tryed the tutorial but i can’t start my map because it gave this error
G_script_scriptparse error line 176 “}” expected end of script found
the tutorial has got a truck but i don’t want a truck so i delete the truck
then i placed the coldcrate in my map and the script part in my script
this is my script now
Gold allied_gold
{
spawn
{
wait 200
setstate allied_gold_captured invisible
}
trigger stolen
{
wm_announce 0 "Return the Allied gold to the getaway truck"
wm_announce 1 "The Axis have stolen the Allied gold"
setstate allied_gold_cm_marker invisible
}
trigger returned
{
wm_announce 0 "The Allies have retrieved the gold"
wm_announce 1 "Gold returned! Protect the gold"
setstate allied_gold_cm_marker default
}
trigger captured
{
wm_announce "The Axis have secured the Allied gold"
setstate allied_gold_red invisible
setstate allied_gold_captured default
}
}
allied_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity
{
death
{
trigger game_manager obj1
}
}
maybe there is a other tutorial or something cuz it’s hard too understand.
i don’t want a truck, i just want something like frostbite and adlernest
maybe a radarpart a document or something else
blizzard I advise you to take a look at the map Radar. There you have 2 objective runs which dont include any truck movement or whatsoever. The mapsources have been released a year ago so its no problem to load the map in radiant. By looking at the entity keys of the objectives (radarparts) you will find the corresponding script-block fast.
I can agree that the tutorial is rather confusing, and the script ???
Anyway this is the script from adlernest as an example (hope he doesn’t mind :s
I already took out all of the other stuff this is just the documents related part, so now you just need to change it to gold.
game_manager
{
spawn
{
// Set scenario information
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_number_of_objectives 2
wm_set_round_timelimit 15
// 0 is axis
wm_set_defending_team 1
wm_setwinner 1
//Take docs
wm_objective_status 1 1 0
wm_objective_status 1 0 0
//Cap docs
wm_objective_status 2 1 0
wm_objective_status 2 0 0
//main opjective is to cap docs
wm_set_main_objective 2 1
wm_set_main_objective 2 0
// Cap docs
accum 1 set 0
//Take docs
accum 2 set 0
}
trigger cap_docs
{
//cap docs: true
wm_objective_status 2 1 1
wm_objective_status 2 0 2
//cap docs: true
accum 1 set 1
wm_announce "Allied team has transmitted the documents!"
trigger game_manager checkgame
}
trigger axis_object_stolen
{
//wm_announce "Allies have stolen the documents!"
wm_objective_status 1 1 1
accum 2 set 1
}
trigger axis_object_returned
{
//wm_announce "The documents have been returned!"
wm_objective_status 1 1 0
accum 2 set 0
accum 1 set 0
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wm_setwinner 1
wait 100
wm_endround
}
}
transmitter_obj
{
spawn
{
}
death
{
trigger game_manager cap_docs
}
}
documents
{
spawn
{
wait 200
}
trigger stolen
{
//when the objective is taken
// Hide command map marker of docs at table
setstate documents_CMM invisible
}
trigger dropped
{
//when the player carrying the objective is killed
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_objective_lost"
// *---------------------------------------------------------------------------------*
}
trigger returned
{
//when defending team touches the dropped objective
// Show command map marker of docs at table
setstate documents_CMM default
}
trigger captured
{
//when the objective is delivered to its deliverypoint
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_objective_lost"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
// *---------------------------------------------------------------------------------*
}
}
you all know of this community, i’m totally noob in mapping but i’ll keep it up so thx for al help and i will try the advise you give. it’s for 100% sure that you can expect a reply on your advise cuz i don’t understand it in 1 explain. some people know cuz i come here some times for some advise. and yee my english is a mess. i hope you understand me.
i tryed two scripts and i’m a little closer, but it’s still complicated
while playing in my map it’s with these scripts the same look:
i have the radar parts right there but i can’t pick them up and the drop off place isn’t a red radarpart but just like the pick off radar part.
game_manager
{
spawn
{
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_set_round_timelimit 15
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0
wait 500
setautospawn "C" 0
setautospawn "A" 1
setstate allied_wobj2 invisible
}
trigger stolen
{
wm_announce 0 "Return the Allied Radarparts to the Computer"
wm_announce 1 "The Axis have stolen the Allied Radarparts"
setstate allied_gold_cm_marker invisible
}
trigger returned
{
wm_announce 0 "The Allies have retrieved the Radarparts"
wm_announce 1 "Radarparts returned! Protect the Radarparts"
setstate allied_gold_cm_marker default
}
trigger captured
{
wm_announce "The Axis have secured the Allied Radarparts"
setstate allied_gold_red invisible
setstate allied_gold_captured default
}
}
gate1
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}
death
{
trigger gate1_toi remove
wm_announce "The Allies have destroyed the first gate!"
setstate axis_wobj1 invisible
setstate allied_wobj2 default
alertentity C
alertentity A
alertentity B
alertentity D
}
}
gate1_toi
{
trigger remove
{
remove
}
}
alliedconstruct_1
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate alliedconstruct_1_materials default // Crate Models
setstate alliedconstruct_1_clip default // Clip brushes
setstate alliedconstruct_1_flag default
}
built final
{
setstate alliedconstruct_1_materials invisible // Crate Models
setstate alliedconstruct_1_clip invisible // Clip brushes
setstate alliedconstruct_1_flag invisible
wm_announce "Allied Team have built the second gate!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the second gate!"
}
}
alliedconstruct_2
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate alliedconstruct_2_materials default // Crate Models
setstate alliedconstruct_2_clip default // Clip brushes
setstate alliedconstruct_2_flag default
}
built final
{
setstate alliedconstruct_2_materials invisible // Crate Models
setstate alliedconstruct_2_clip invisible // Clip brushes
setstate alliedconstruct_2_flag invisible
wm_announce "Allied Team have built the third gate!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the third gate!"
}
}
allied_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity
{
death
{
trigger game_manager obj1
}
}
radarpart
{
spawn
{
wait 200
}
trigger stolen
{
//when the objective is taken
// Hide command map marker of docs at table
setstate allied_gold_cm_marker invisible
}
trigger dropped
{
//when the player carrying the objective is killed
// *----------------------------------- vo ------------------------------------------*
// *---------------------------------------------------------------------------------*
}
trigger returned
{
//when defending team touches the dropped objective
// Show command map marker of docs at table
setstate allied_gold_cm_marker default
}
trigger captured
{
//when the objective is delivered to its deliverypoint
// *----------------------------------- vo ------------------------------------------*
// *---------------------------------------------------------------------------------*
}
}
game_manager
{
spawn
{
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_set_round_timelimit 15
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0
wait 500
setautospawn "C" 0
setautospawn "A" 1
setstate allied_wobj2 invisible
}
trigger stolen
{
wm_announce 0 "Return the Allied Radarparts to the Computer"
wm_announce 1 "The Axis have stolen the Allied Radarparts"
setstate allied_gold_cm_marker invisible
}
trigger returned
{
wm_announce 0 "The Allies have retrieved the Radarparts"
wm_announce 1 "Radarparts returned! Protect the Radarparts"
setstate allied_gold_cm_marker default
}
trigger captured
{
wm_announce "The Axis have secured the Allied Radarparts"
setstate allied_gold_red invisible
setstate allied_gold_captured default
}
}
gate1
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}
death
{
trigger gate1_toi remove
wm_announce "The Allies have destroyed the first gate!"
setstate axis_wobj1 invisible
setstate allied_wobj2 default
alertentity C
alertentity A
alertentity B
alertentity D
}
}
gate1_toi
{
trigger remove
{
remove
}
}
alliedconstruct_1
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate alliedconstruct_1_materials default // Crate Models
setstate alliedconstruct_1_clip default // Clip brushes
setstate alliedconstruct_1_flag default
}
built final
{
setstate alliedconstruct_1_materials invisible // Crate Models
setstate alliedconstruct_1_clip invisible // Clip brushes
setstate alliedconstruct_1_flag invisible
wm_announce "Allied Team have built the second gate!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the second gate!"
}
}
alliedconstruct_2
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate alliedconstruct_2_materials default // Crate Models
setstate alliedconstruct_2_clip default // Clip brushes
setstate alliedconstruct_2_flag default
}
built final
{
setstate alliedconstruct_2_materials invisible // Crate Models
setstate alliedconstruct_2_clip invisible // Clip brushes
setstate alliedconstruct_2_flag invisible
wm_announce "Allied Team have built the third gate!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the third gate!"
}
}
allied_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity
{
death
{
trigger game_manager obj1
}
}
so these 2 scripts are the same looking in the map.
how can i fixed it
learn to understand what the lines do. There are plenty of scripting tutorials in the sticky threads. You wont benefit much from getting snippets all the time. This is a very simple scriptwork which you should be able to do yourself as soon as you read some of the tutorials.
where can i find the .map file of radar.
i can’t find it anywhere does somebody have a link.
Radar can be found here:
http://www.splashdamage.com/content/wolfenstein-enemy-territory-map-source-files-released
a short explanation, but this will only give you a momentary success and no real understanding. you have to read some tutorials about scripting in general and as mine seem to be shit i dont propose it to you…
you need 2 things. a place to capture and a place to steal.
place to steal = team_ctf_redflag or team_ctf_blueflag
place to capture = trigger_flagonly_multiple
to set up the team_ctf_flags you have to insert them, and set
key: scriptname
value: kjahsfdkjhsaabslkjaslkdjsaledjiowaedjlskadjlksajddgfdgalkalsdjlskadjlsajldksjalkdjalkdjlsajdlajldkjwofjlakjslsjaldjasldjalsdjlajwlrjalksjfljaslfdjalskdjlösakdjlskadjlsajdlsajdlskajd
then choose a model key for it f.i.
key: model
value: models/mapobjects/blitz_sd/blitzbody.md3
to set up the trigger_flag_only-entity you must make a brush with the texture from common/trigger and transfer it into the trigger_flagonly_multiple-entity. no scriptnames, no nothing. maybe set the spawnflag to a team if you want, but it can work without too. and of course you must and will apply this to your needs.
the script:
game_manager
{
spawn
{
}
}
kjahsfdkjhsaabslkjaslkdjsaledjiowaedjlskadjlksajddgfdgalkalsdjlskadjlsajldksjalkdjalkdjlsajdlajldkjwofjlakjslsjaldjasldjalsdjlajwlrjalksjfljaslfdjalskdjlösakdjlskadjlsajdlsajdlskajd
{
spawn
{
}
trigger stolen
{
}
trigger dropped
{
}
trigger returned
{
}
trigger captured
{
}
}
there is also another way to do it, with the scriptname on the flag_only_multiple for example, but this way it works perfectly. steal sth and bring it to some place.
ok i came back to thank you all
because it’s working!
the one who made adlernest the one who made sp_delivery everybody of splashdamage
my friend viktwaar and a couple of tutorials helps me with this.
one of the tutorials is this who help me a lot.
http://www.wolfensteinx.com/surface/tutorials.html
it looks easy for people who knows how to do it, but it makes me quiet insane 
i know even for the pro mapping guys is this familiar in the past and maybe still
The spyjuice tutorials were great for this. His tutorials cover a lot of objectives. But I don’t think they are available anymore.
Ah. I found the spyjuice tutorials. They have been archived at this website. These helped me out a lot so you should check them out.
Ifurita’s scripting tutorial:
http://4newbies.planetwolfenstein.gamespy.com/Map_Scripting_4_Newbies.pdf
You will need a software that can display PDF files.
