Quick Command post tutorial


(Theisy) #1

Here as promised is a command post tutorial. It isn’t perfect but it will give you a working Axis command post to put into your map. To make it an Allied one just change some of the spawn flags and axis to allied. I have taken this from the BSP of fueldump and therefore I don’t know what a couple of the keys are for.

Step 1

Make your closed command post model with the following keys and entities

“_cs” “1” (for shadows)
“_rs” “1” (for shadows)
“scriptname” “axis_radio_closed_model”
“targetname” “axis_radio_closed_model”
“model” “models/mapobjects/radios_sd/compostaxisclosed.md3”
“classname” “misc_gamemodel”
“modelscale” “1.5”
“skin” “models/mapobjects/radios_sd/compostaxisclosed.skin”

Step 2

Make a clip brush around the model and an origin brush. Make these into a script mover but don’t include the model in this. Give it the following keys and entities

“spawnflags” “2” (solid)
“targetname” “axis_radio_closed”
“scriptname” “axis_radio_closed”
“classname” “script_mover”

Step 3

Make your trigger brush and an origin brush around the model (where the engineer can construct it from) and make these into a trigger objective info entity. Give it the following keys and values:

“objflags” “32”
“spawnflags” “65” (64 for a command post and 1 for an allied objective)
“shortname” “Axis Command Post” (command map name)
“targetname” “axishqradio_toi”
“scriptname” “axishqradio_toi”
“infoAllied” “The Axis Command Post is the equivalent of the Allied Command Post.”
“infoAxis” “The Axis Command Post is an important battlefield focal point.”
“classname” “trigger_objective_info”
“track” “the Axis Command Post” (you are near value)
“score” “7”
“target” “axis_radio_built”

Step 4

Create your built model and give it the following keys and entities:

“_rs” “1”
“scriptname” “axis_radio_built_model”
“targetname” “axis_radio_built_model”
“modelscale” “1.5”
“classname” “misc_gamemodel”
“model” “models/mapobjects/radios_sd/compostaxisopened.md3”
“skin” “models/mapobjects/radios_sd/compostaxisopened.skin”

Step 5

Create some clip brushes around it and again make an origin brush. Make these (not including the model) into a func_constructible and use the following keys and values:

“spawnflags” “4” (axis constructible)
“track” “axishqtrack”
“classname” “func_constructible”
“scriptname” “axis_radio_built”
“targetname” “axis_radio_built”

Step 6

Create your destroyed command post model using the following keys/values:

“_rs” “1”
“targetname” “axis_radio_destroyed_model”
“scriptname” “axis_radio_destroyed_model”
“model” “models/mapobjects/radios_sd/compostaxisdamaged.md3”
“classname” “misc_gamemodel”
“modelscale” “1.5”
“skin” “models/mapobjects/radios_sd/compostaxisdamaged.skin”

Step 7

Create some clip brushes around your model and again make an origin brush. Select these (but not your model) and turn them into a scriptmover entity. This should have the following keys and values:

“spawnflags” “2”
“targetname” “axis_radio_destroyed”
“scriptname” “axis_radio_destroyed”
“classname” “script_mover”

Notes:

This is everything you need to do in radiant but I suggest making each stage of the command post (closed, open and damaged) a little apart from the others as otherwise you get in a huge mess. Once you’ve checked it to make sure it works then you can move them all together.
Don’t copy anything I’ve written in brackets :wink:
There are somethings which I don’t understand so maybe someone else can explain those for me
Make sure you unzip your pak0.pk3 file

Scripting

I don’t understand scripting so I did a simple copy and paste job from the fueldump script


axis_radio_destroyed
{
	spawn
	{
		wait 400
		setstate axis_radio_destroyed invisible
		setstate axis_radio_destroyed_model invisible
	}

	trigger hide
	{
		setstate axis_radio_destroyed invisible
		setstate axis_radio_destroyed_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 0
		setstate axis_radio_destroyed default
		setstate axis_radio_destroyed_model default
	}

	trigger enable
	{
		accum 0 set 1
	}
}

axis_radio_closed
{
	trigger hide
	{
		setstate axis_radio_closed invisible
		setstate axis_radio_closed_model invisible
	}

	trigger show
	{
		accum 0 abort_if_equal 1
		setstate axis_radio_closed default
		setstate axis_radio_closed_model default
	}

	trigger disable
	{
		accum 0 set 1
	}
}

axis_radio_built
{
	spawn
	{
		wait 400

		constructible_class 2

		trigger axis_radio_built setup
	}

	trigger setup
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
	}

	buildstart final
	{
		trigger axis_radio_built_model trans

		trigger axis_radio_destroyed hide
		trigger axis_radio_closed 	hide
	}

	built final
	{
		trigger axis_radio_built_model show

		trigger axis_radio_destroyed enable
		trigger axis_radio_closed 	disable

		trigger axis_radio_built_model enable_axis_features

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		trigger axis_radio_built_model hide

		trigger axis_radio_destroyed show
		trigger axis_radio_closed 	show
	}

	death
	{
		trigger axis_radio_built_model hide

		trigger axis_radio_destroyed show

		trigger axis_radio_built_model disable_axis_features

		disablespeaker axis_compost_sound
	}
}

axis_radio_built_model
{
	spawn
	{
		wait 400
		setstate axis_radio_built_model invisible
	}

	trigger show
	{
		setstate axis_radio_built_model default
	}

	trigger hide
	{
		setstate axis_radio_built_model invisible
	}

	trigger trans
	{
		setstate axis_radio_built_model underconstruction
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*

		wm_objective_status 8 1 2
		wm_objective_status 8 0 1

	}

	trigger disable_axis_features
	{
		// Some kind of UI pop-up to alert players
		wm_announce	"Allied team has destroyed the Axis Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		// *----------------------------------- vo ------------------------------------------*

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_objective_status 8 1 0
		wm_objective_status 8 0 0
	}
}


If anyone notices anything wrong with my tutorial don’t hesitate to tell me

[EDIT] I added the note to unzip your pak0.pk3 file

[EDIT2] I have edited the script

[EDIT3] I have edited out a mistake and found out what _rs/_cs mean


(lennyballa) #2

Nice work :banana:


(captain_cadaver) #3

well, that information is all great except for one thing. for some reason, i do not have the models for the command posts?? when i pull up the entity menu, i scroll down to misc>misc_model. from there, i go into the etmain/models/mapobjects/ folder. there is no folder titled “radios_sd” as is stated in the documentation provided by splash damage. figuring i was a clever monkey, i opened the pak0.pk3 file to see if it was in there. it lookedl ike it was, so i extracted it, put it in the model folder… and nothing. when i attempt to place it i get the error “could not extract the relative path, using full path instead”, and from there “error: picoloadmodel: failed loading model C”. i’m no technical wizard, but i’m guessing that means i wasn’t as clever as i thought. any ideas on why i don’t have the models, or how i can get them? an et map without command posts would be mighty dry.

edit----
ok, update to that. i was monkeying around with the keys for the mysterious unavailable model. i changed the model key to models/mapobjects/radios_sd/ blah blah. now it says it finds the model, and in fact it shows up nicely. except that it is wrapped in “shader not found”. do i have to find all of this in the pk3 also and extract it the same way i did the models?


(Mlehliw) #4

its okay that it says shader not found, you just need to add an extra key and value.

key: skin
value: models/mapobjects/radios_sd/[whatever skin you want here but most likely the same as your model].skin


(captain_cadaver) #5

thanks for the tip with the skin. is it supposed to look like just a white box after in the editor? haven’t compiled to see if it looks right in game yet as i’m still in structural building phase of things.


(Loffy) #6

Hi Theisy, I tried your tutorial. But I get an error message. When it it built, i get, in console: “G-scripting: trigger has unknown name: axis_radio_destroyed”.
When allied covert op blows it, with satchel, I get the same message: “G_scripting: trigger has unknown name: axis_radio_destroyed”, in consol too.
Game doesnt crasch though.
Hm. I will try to solve this. Will have a look at other maps/scripts aswell (like oasis). // Loffy


(Thej) #7

I think u can skip the rest of the script from here, cause u are refering to a constructible command post for the Last Man Standing
part, so this is useless in the script to my knowledge.
Correct me if im wrong on this though :slight_smile:


(Theisy) #8

Hi Theisy, I tried your tutorial. But I get an error message. When it it built, i get, in console: “G-scripting: trigger has unknown name: axis_radio_destroyed”.
When allied covert op blows it, with satchel, I get the same message: “G_scripting: trigger has unknown name: axis_radio_destroyed”, in consol too.
Game doesnt crasch though.
Hm. I will try to solve this. Will have a look at other maps/scripts aswell (like oasis). // Loffy

:???: hmmm, i don’t get this

I think u can skip the rest of the script from here, cause u are refering to a constructible command post for the Last Man Standing
part, so this is useless in the script to my knowledge.
Correct me if im wrong on this though

I’ve deleted all of that and played it again and it works fine. Thanks


(Thej) #9

Well Loffy i know why u get that error u got, cause this bit is wrong :<

it should be:

“spawnflags” “2”
“targetname” “axis_radio_destroyed”
“scriptname” “axis_radio_destroyed”
“classname” “script_mover”

Cause now the script van find the axis_radio_destroyed bit.

Hope this solves ur problem


(chavo_one) #10

These stand for “cast shadows” and “receive shadows”. They tell q3map2 whether or not to calculate shadows during the ray-tracing for entities.

0=no shadows
1=worldspawn shadows
>1=explicit shadow group

Why is this cool?
Entities, including model2 and misc_gamemodels can now cast shadows


(Theisy) #11

:eek:

thanks for spotting that, it’s a pretty stupid mistake of mine

Also thanks to Chavo_one for telling me about _cs and _rs :slight_smile:


(jkfloris) #12

Thanks for the tutorial!
but I have one little problem
I can create the command post and destroy it.
But when it is damaged, I can’t fix it again

any help?

jkfloris


(jkfloris) #13

:clap:
I find out what was wrong.

you repair the command post at the same place where
you “open” it and not where the damaged one is.

see you,

jkfloris


(drewslater) #14

Theisy - Thanks for the tutorial. Its saved me a lot of time. I have my command post almost working. Construction works like a charm except for 2 things. One is I just can’t get the skins to show up. I have added the “skin” key with the corresponding path: “models/mapobjects/radios_sd/compostalliedclosed.skin” (direct cut & paste from radiant) I have checked pak0.pk3 and these files are listed in the models/mapobjects/radios_sd folder! Any ideas why these might now be showing up?
The other problem is that all three stages of the model. The clip planes do move away as you would think but the unskinned (skinned w/ the orange grid) models are always visible. Any ideas? Thanks.

ATS


(Theisy) #15

Well following on from my (semi) successfull single command post tutorial here is another for a neutral command post. A lot of what I said in my first tutorial applies here as well. And the main piece of advice I’ll give you is check your spelling. I put build instead of built and it didn’t work for me :smiley: . BTW this is taken from the BSP for goldrush. Don’t be put of neutral command posts at first they are just as easy/hard as individual ones as they don’t contain a destroyed stage.

A good idea is to place all your origin brushs up above where you are working so that you can quickly reference them if you make a mistake :slight_smile:

Step 1

Make you closed neutral command post using the following keys and values:

“_cs” “1” (for shadows)
“scriptname” “neutral_compost_closed_model”
“targetname” “neutral_compost_closed_model”
“model” “models/mapobjects/radios_sd/compostneutralclosed.md3”
“classname” “misc_gamemodel”
“modelscale” “1.5”
“skin” “models/mapobjects/radios_sd/compostneutralclosed.skin”

Step 2

Make a clip brush around the model and an origin brush. Make these into a script mover but don’t include the model in this. Give it the following keys and values

“spawnflags” “2” (solid)
“targetname” “neutral_compost_closed_clip”
“scriptname” “neutral_compost_closed_clip”
“classname” “script_mover”

Step 3

Make your trigger brush and an origin brush around the model (where the engineer can construct it from) and make these into a trigger objective info entity. Give it the following keys and values:

“objflags” “96”
“spawnflags” “64” (64 for a command post)
“shortname” “the Command Post” (command map name)
“targetname” “neutral_compost_toi”
“scriptname” “neutral_compost_toi”
“infoAllied” “Construct Command Post for faster charge bars.”
“infoAxis” “Construct Command Post for faster charge bars.”
“classname” “trigger_objective_info”
“track” “the Command Post” (you are near value)
“score” “5”
“target” “neutral_compost_built”

Step 4

Create your built allied model using the following keys/values:

“_rs” “1”
“scriptname” “allied_compost_built_model”
“targetname” “allied_compost_built_model”
“modelscale” “1.5”
“classname” “misc_gamemodel”
“model” “models/mapobjects/radios_sd/compostalliedopened.md3”
“skin” “models/mapobjects/radios_sd/compostalliedopened.skin”

Step 5

Create some clip brushes around it and again make an origin brush. Make these (not including the model) into a func_constructible and use the following keys and values:

“spawnflags” “8” (allied constructible)
“classname” “func_constructible”
“scriptname” “allied_compost_built”
“targetname” “neutral_compost_built”

Step 6

Create your axis built model and give it the following keys and entities:

“_rs” “1”
“scriptname” “axis_radio_built_model”
“targetname” “axis_radio_built_model”
“modelscale” “1.5”
“classname” “misc_gamemodel”
“model” “models/mapobjects/radios_sd/compostaxisopened.md3”
“skin” “models/mapobjects/radios_sd/compostaxisopened.skin”

Step 7

Create some clip brushes around it and again make an origin brush. Make these (not including the model) into a func_constructible and use the following keys and values:

“spawnflags” “4” (axis constructible)
“classname” “func_constructible”
“scriptname” “axis_compost_built”
“targetname” “neutral_compost_built”

Step 8

Create one clip brush that includes your main body and the doors of the commang post and make an origin brush. Make these into a script mover and give them the following keys/values:

“classname” “script_mover”
“spawnflags” “2”
“targetname” “neutral_compost_clip”
“scriptname” “neutral_compost_clip”

I couldn’t understand scripting when I made the previous tutorial and I can’t understand it now so copied and pasted straight from goldrush.script here is the scripting for the neutral command post


// ============ NEUTRAL COMMAND POST ==============
// ================================================

allied_compost_built
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		setstate allied_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger allied_compost_built_model enable_allied_features

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 6 0 2
		wm_objective_status 6 1 1
	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 6 0 0
		wm_objective_status 6 1 0
	}
}

axis_compost_built
{
	spawn
	{
		wait 400
		trigger axis_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
	}

	buildstart final
	{
		setstate axis_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate axis_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger axis_compost_built_model enable_axis_features

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger axis_compost_built_model disable_axis_features

		disablespeaker axis_compost_sound
	}
}

axis_compost_built_model
{
	spawn
	{
		wait 400
		setstate axis_compost_built_model invisible
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 1
		wm_objective_status 7 1 2
	}

	trigger disable_axis_features
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_announce	"Allied team has destroyed the Axis Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 0
		wm_objective_status 7 1 0
	}
}


([MOS]StiloMAN.pl) #16

Hi,

I have made an allies_command_post on basis of theisy’s tutorial. Now I know nothing about scripting and I think following script is bad:


allies_radio_destroyed 
{ 
spawn 
{ 
wait 400 
setstate allies_radio_destroyed invisible 
setstate allies_radio_destroyed_model invisible 
} 

trigger hide 
{ 
setstate allies_radio_destroyed invisible 
setstate allies_radio_destroyed_model invisible 
} 

trigger show 
{ 
accum 0 abort_if_equal 0 
setstate allies_radio_destroyed default 
setstate allies_radio_destroyed_model default 
} 

trigger enable 
{ 
accum 0 set 1 
} 
} 

allies_radio_closed 
{ 
trigger hide 
{ 
setstate allies_radio_closed invisible 
setstate allies_radio_closed_model invisible 
} 

trigger show 
{ 
accum 0 abort_if_equal 1 
setstate allies_radio_closed default 
setstate allies_radio_closed_model default 
} 

trigger disable 
{ 
accum 0 set 1 
} 
} 

allies_radio_built 
{ 
spawn 
{ 
wait 400 

constructible_class 2 

trigger allies_radio_built setup 
} 

trigger setup 
{ 
setchargetimefactor 0 soldier 1 
setchargetimefactor 0 lieutenant 1 
setchargetimefactor 0 medic 1 
setchargetimefactor 0 engineer 1 
setchargetimefactor 0 covertops 1 
sethqstatus 0 0 
} 

buildstart final 
{ 
trigger allies_radio_built_model trans 

trigger allies_radio_destroyed hide 
trigger allies_radio_closed hide 
} 

built final 
{ 
trigger allies_radio_built_model show 

trigger allies_radio_destroyed enable 
trigger allies_radio_closed disable 

trigger allies_radio_built_model enable_allies_features 

enablespeaker allies_compost_sound 
} 

decayed final 
{ 
trigger allies_radio_built_model hide 

trigger allies_radio_destroyed show 
trigger allies_radio_closed show 
} 

death 
{ 
trigger allies_radio_built_model hide 

trigger allies_radio_destroyed show 

trigger allies_radio_built_model disable_allies_features 

disablespeaker allies_compost_sound 
} 
}

allies_radio_built_model 
{ 
spawn
{ 
wait 400 
setstate allies_radio_built_model invisible 
} 

trigger show 
{ 
setstate allies_radio_built_model default 
} 

trigger hide 
{ 
setstate allies_radio_built_model invisible 
} 

trigger trans 
{ 
setstate allies_radio_built_model underconstruction 
} 

trigger enable_alied_features 
{ 
setchargetimefactor 0 soldier 0.75 
setchargetimefactor 0 lieutenant 0.75 
setchargetimefactor 0 medic 0.75 
setchargetimefactor 0 engineer 0.75 
setchargetimefactor 0 covertops 0.75 
sethqstatus 0 1 

wm_announce "Allied Command Post constructed. Charge speed increased!" 

// *--------------------------------- vo ------------------------------------------* 
wm_teamvoiceannounce 0 "allied_hq_compost_constructed" 

wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" 

wm_removeteamvoiceannounce 0 "allied_hq_compost_construct" 
// *--------------------------------- vo ------------------------------------------* 

wm_objective_status 8 1 2 
wm_objective_status 8 0 1 

} 

trigger disable_allies_features 
{ 
// Some kind of UI pop-up to alert players 
wm_announce "Allied team has destroyed the Axis Command Post!" 

// *--------------------------------- vo ------------------------------------------* 
wm_addteamvoiceannounce 0 "allied_hq_compost_construct" 

wm_teamvoiceannounce 0 "allies_hq_compost_damaged" 
// *--------------------------------- vo ------------------------------------------* 

setchargetimefactor 0 soldier 1 
setchargetimefactor 0 lieutenant 1 
setchargetimefactor 0 medic 1 
setchargetimefactor 0 engineer 1 
setchargetimefactor 0 covertops 1 
sethqstatus 0 0 

wm_objective_status 8 1 0 
wm_objective_status 8 0 0 
} 
} 
 



Can you fix this script ??


(Theisy) #17

I “think” you want allied instead of allies


(bani) #18

how about a tutorial showing how to link spawnpoints to buildable command posts? eg a spawnpoint which only becomes selectable when the commandpost is built. eg the side door CP on radar.


(Theisy) #19

:confused: I’ll have to look into spawn points more before I can do that :D.


(eRRoLfLyNN) #20

What do you mean by this? I am being serious b4 you laugh at my dumb head!! Do I have to make myself a model of a Command Post and import it, or is there already a model in the models folder from the unzipped pk3 file that I can use? And what do you mean by “closed”?

Forgive my stupidity and spare my blusheees!! :???: