One sided capturable spawn point?


(nUllSkillZ) #1

Hi,

I’m trying to get a one sided capturable spawn point to work correct.
I’ve had a look at “Wurzburg Radar”'s allied command post spawn.
Problem here is that if constructed the spawnflag isn’t visible for axis.
“et_ice” uses a TOI and a commandmap_marker in addition.
I want to avoid another TOI as another one can’t be used because the maximum No. is already in use.
Any help / suggestions are much appreciated.
Thnx.


(Loffy) #2

null, making map, 16 tois already, what is this? ur secret project :slight_smile:
We’ll solve this problem fast together. What is it that you want? A map where Allies and Axis spawn in two different parts of the map and one team, for example the Allies, can capture something (a flag?) in the middle. When they have this point, they will spawn there (closer to the centre of the map)? AND, the other team, Axis, can re-take this point at any time (And the Allies can then re-take it again, if they can)?
Are you sure you cannot take away one of the other tois?
is it possible to use a re-shader the command map-approach? The map changes everytime the spawn-point shifts. I have never used this approach myself.
//L.


(nUllSkillZ) #3

Not a secret project.
An approach for a “Fuel Dump” etpromapscript that makes the map faster (may be for competition use).

Planned features:

[ul]
[li]double-stage
[/li] [list:b19b25c086]
[li]general
[/li] [list:b19b25c086]
[li]tank moves faster (has to be adjusted with ET-Pro cfg, testing ATM with b_moverscale 1.25)
[/li] [li]tank not damageable (done)
[/li] [li]spawn times: tba
[/li] [li]maptime: tba
[/li] [/ul]
[li]1st stage
[/li] [ul]
[li]1st allied spawn at second wood hut (done)
[/li] [li]tank startpoint also at second wood hut (ATM spline 16, done)
[/li] [li]bridge has only one construction stage (done)
[/li] additional possible changes: chargebar request
[li]tank destroys tunnelentrance shortly after passing the bridge (if possible / line of sight, to do)
[/li] [/ul]
[li]2nd stage
[/li] [ul]
[li]shortened tankpath
[/li] tank destroys main gate shortly after leaving the tunnel and turns towards garage (to do)
[li]garage
[/li] capturable flag in garage or on the forecourt (ET-_Ice like: offensive team can spawn if catured but not the defending team) (to do)
Garage spawn will be default / enabled permanently for the allies after tank has destroyed the main gate. (to do)
Garage spawn is independend of the state of the allied command post.
[li]after destroying side wall another spawn in the room in the tunnel near exit to main gate is enabled for allies (to do)
[/li] [/ul]
[li]final objective
[/li] [ul]
[li]gates are first time two stage constructibles but are removed permanently stage by stage after destruction with a satchel (done)
[/li] [li]the axis teamdoor in the fueldump garage (to make map consistent: all teamdoors) can be destroyed (permanently removed) by a satchel (not doable / TOI No.'s exceeded)
[/li] -> garage teamdoor removed (done)
Alternative:
[li]gates only one stage constructibles
[/li] [li]gates can be destroyed by grenades
[/li] [/ul]
[/list:u:b19b25c086]
[/list:u:b19b25c086]

So the flag at the garage has to be ET-Ice like (only for allies).


(nUllSkillZ) #4

Is there a limit for script length?
Seems that I crossed a border :smiley: .


(kamikazee) #5

There is no true length limit other than what is used by the engine. I don’t know what trap_FS_FOpenFile’s file size limit is, maybe an engine programmer knows?


(]UBC[ McNite) #6

Check TheRiver II Redux for a nicely working flag that can only be captured by Allies (and recaptured without spawning there by Axis).

And as for script length… i think i ve seen 80k scripts already


(nUllSkillZ) #7

Will take a look at the flag.
Thnx.

I’ve just deleted some code I’ve commented out.
Hopefully it’s only the length of the script and not another limit.
The script is now 117 KB (120 KB with comments).

Edit:

Captured flag is not visible for Axis.
Seems to be a bug.
:frowning: