rtcwcoop help needed with mapscripts


(fretn) #1

Hello,

Is anyone of the mappers here on the forum interested in helping out with the mapscripts of the rtcw maps, a lot of them are not ready for coop play.

Some common problems are: triggers that are triggered everytime a player joins the game (for example, a cutscene that starts, or the plane sound that is triggered in assault)

I have my hands full with fixing all the code bugs and some help in the mapping area would be great.

cheers!


(jacKfIsher05) #2

Come on, help fretn!


(ronboy) #3

I would if I could. I’m not intelligent enough to fix mapscript bugs. :o
I’m sure help will arrive soon, fretn. :slight_smile:


(Mateos) #4

There should be a way with accum, like you have accum 0 at 0 when you enter the trigger; then it starts the cinematic and increase the accum 0 to 1; In the top of the trigger, you’ll just have to add accum 0 abort_if_not_equal 0, if you see what I mean?

Not sure this works, but I hope so ^^’


(fretn) #5

yes this is what I had in mind. But there are a lot of other things that need to be fixed in the scripts, and as I’m so busy with fixing the code I currently don’t have the time for the mapscripts.

The problem is that everything has an equal priority thats why I need help :slight_smile:


(Mateos) #6

Could you make a kind of list of what need to be fixed, so people may try to help you? :slight_smile:


(fretn) #7

this is one of the lists: http://www.rtcwcoop.com/forum/viewtopic.php?id=8


(fretn) #8

another part with the maps i need help with is defining multiple spots where an AI can start.

Now we’ve provided extra AI’s through an extra mapname.ents file. I’ve worked out a solution where it is possible to use multiple origins for an AI ent to spawn. This will make the game not everytime the same, because after 2 games you know that after next door there will be a soldier standing.

but as we have added 899 extra AI’s, I cannot do this on my own :slight_smile: