SD W:ET Party - 30th August


(mortis) #121

The autospawns have to be set in the first three server frames, or else the nearest active TWO will be used.

The most obvious of these errors ocurrs on supplydepot if the allies capture the flag during warmup. Other maps have this as well. One that I was never able to fix is on radar, when the main gate is blown, sometimes the bunker spawn gets all screwed up…


(Paul) #122

Can be fun xD


(YourFather_CZ) #123

You can use `setautospawn’ anytime during gameplay without any problems.

[QUOTE=mortis;198522]
The most obvious of these errors ocurrs on supplydepot if the allies capture the flag during warmup. Other maps have this as well. One that I was never able to fix is on radar, when the main gate is blown, sometimes the bunker spawn gets all screwed up…[/QUOTE]
In Supplydepot 2 original mapscript, too long waiting (0,5 sec) before setting autospawns was the problem. This long waiting caused that players spawned earlier than TWOs were selected via setautospawn command. Without selected TWO there will be used „free“ spawn points in ascending order. If you play as Axis player your first spawnpt is in Forward Bunker, second spawnpt is in Depot Spawn, third spawnpt is in Forward Bunker again… and so on - that’s why some Axis players were spawning at Depot Spawn during their first spawn time.

[QUOTE=mortis;198522]
One that I was never able to fix is on radar, when the main gate is blown, sometimes the bunker spawn gets all screwed up…[/QUOTE]
Are you able to reproduce it?


(mortis) #124

Yeah, I fixed the Supplydepot 1 and 2 scripts by merely setting the autospawns prior to players actually spawning into the match. But there were issues with other entities in the map as well, notably the setstates on the gold bars would occasionally get f’ed up. And they apparently forgot to missileclip the roof of the depot, because you could mortar and grenade the stairwell, and the projectiles would fall through the ceiling. Maybe they were Bunker Buster munitions? :slight_smile:

As for the bug on radar: If an Axis soldier caps the bunker flag while the main gate script block is running (due to it being dynamited/destroyed by the allies), you can end up with a wacky situation where the Axis own the bunker, the flag is removed, the main gate is blown and the allies cannot capture the bunker again. I didn’t see anything errant in the script blocks themselves, but I suppose I could have turned off/removed those axis spawn points after the wall is destroyed, and added in some spare allies ones just in case. it’s a fairly rare bug, so I never lost much sleep over it, but it does happen…

Ah, some good old fashioned coad!



	trigger maindoor1_destroyed
	{
		wm_objective_status 1 1 1
		wm_objective_status 1 0 2

		wm_set_main_objective		2	0
		wm_set_main_objective		2	1

		// spawns:
		// Abandoned Villa
		// Forward Bunker
		// Lower Warehouse
		setautospawn "Forward Bunker" 1
		setautospawn "Lower Warehouse" 0

		trigger roadbunker kill // Switch forward spawn to Allied ONLY
		wm_announce	"Allies have breached the Main Entrance and secured the Forward Bunker!"

		wait 1000

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "radar_axis_radars_defend"

		wm_addteamvoiceannounce 1 "radar_allies_radars_steal"

		wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed"
		wm_teamvoiceannounce 0 "radar_axis_radars_defend"

		wm_teamvoiceannounce 1 "radar_allies_entrance1_destroyed"
		wm_teamvoiceannounce 1 "radar_allies_radars_steal"

		wm_removeteamvoiceannounce 0 "radar_axis_entrances_defend"
		wm_removeteamvoiceannounce 0 "radar_axis_entrance1_defend"
		wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop"

		wm_removeteamvoiceannounce 1 "radar_allies_entrances_destroy"
		wm_removeteamvoiceannounce 1 "radar_allies_entrance1_destroy"
		wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture"
		// *---------------------------------------------------------------------------------*
	}


(YourFather_CZ) #125

If you focus on trigger roadbunker kill' insidetrigger maindoor1_destroyed’ you will see:

roadbunker
{
...
	trigger kill
	{
		trigger roadbunker force_allied
		remove
	}
...
}

Executing every command takes some nonzero time - this mean there is a tiny delay between begining of executing trigger roadbunker force_allied' and begining executingremove’. And Axis can recapture spawn during this delay.

We can avoid this situation by slight change of trigger kill' insideroadbunker’ script block - make TWC invisible then change the owner:

roadbunker
{
...
	trigger kill
	{
		setstate roadbunker invisible
		wait 150
		trigger roadbunker force_allied
	}
...
}

(mortis) #126

Yes, that might work. Trigger force_allied had crossed my mind, but I’ve had mixed results in the past when it comes to those capturable flag entities. Some testing may be required.


(YourFather_CZ) #127

I’ve been using this kind of „removing“ TWC in Beach Invasion for 17 months without any problems. Concept should be fine but typo is evil. I’ll put it into mapscripts during weekend and I’ll test them on my servers (NoQ and ETPro - ~65 ppl online at peak hours).
Old City TWC in Siwa Oasis is also vulnerable and there will be probably more maps becouse official maps are example pieces of work for mappers.


(mortis) #128

Those TWC entities are the most unpredictable entities to mess with via mapscripts, I have found.

Totally true about Siwa Oasis, true. If your solution works, it should be worked into any map with that vulnerability.