spawn...


(esten1) #1

can somebody show me some tutorial about spawn. something like this: if allies spawn at first ( like in big house first floor) then axis get flag or CP something like that then allies spawn on 4th floor.then axis must get that flag and then allies spawn on 6th floor and axis must get that flag. how to make that? :slight_smile: google sayd how to make first spawn :slight_smile:


(-SSF-Sage) #2

Add active spawnpoints to every spawning place. Also add wobjs too. Then setstate them by the current state in the script.

Something like:

setstate disabled_points invisible
setstate and_wobj invisible 

in the game_manager spawn for those that aren’t active in the beginning.

when captured a point; set team points default and enemy points invisible. This is the easiest way. Also you can mess with alertentity.


(isbowhten) #3

[QUOTE={SSF}Sage;177434] […
Also you can mess with alertentity.[/QUOTE]
lol alertentity toggles the active/inactive status of the team_red/blue-spawn…
your initial spawns should have the spawnfalgs invulnerable and startactive…
the team_wolf_objectives are the flags on th command map…so you could also spawn at a place where no flag on the command map is, they arent as important… they only give you the choice to chose a spawn yourself… you should concentrate on the spawn entities…
if you have very much spawns i would advice you to use accums which say you if you even have a spawn or not.
that is the reason why you should use setstate instead of alertentity because if you have a spawn and you set it to default again you still have it, alertentity would have turned it off.


(-SSF-Sage) #4

[QUOTE=isbowhten;177440]lol alertentity toggles the active/inactive status of the team_red/blue-spawn…
your initial spawns should have the spawnfalgs invulnerable and startactive…
[/QUOTE]

I know what it does. Invulnerable affects really nothing in ET. Startactive (or active when you alertenty non startactive) spawns are potential spawnpoints. The thing is ET will use those nonpotential (non active) spawns when all the potentials are in use. That’s why setstate is better. Also it is simpler and safer imo.

[QUOTE=isbowhten;177440]
the team_wolf_objectives are the flags on th command map…so you could also spawn at a place where no flag on the command map is, they arent as important… they only give you the choice to chose a spawn yourself… [/QUOTE]

The easiest way to change your spawnpoint manually is to click the limbo picture (wobj). That’s not the only thing. You need to remember that it will choose nearest free spawnpoint to the wobj that is chosen. That’s why it’s important to have wobj. Also you can setautospawn then.

If you meant disabling them when the spawnplace isn’t active to your team, it’s just less confusing +cosmetics.

Oh yeah it’s good to have accums controlling, but the thing is he probably has it already as if he has the flags scripted.


(isbowhten) #5

hm i like the alertentity-method… and it works ^^ ye i forgot the setautospawn command referring to the wobj description key-.-


(esten1) #6

where i get or see that game_manager :slight_smile:
and wobj means WOLF_objective??
and that script. setstate where i put that :slight_smile: ? kinda noob but i want learn mapping :stuck_out_tongue:
scripting is the hardest part though ( for me ) dont know where and how to put scripts. :stuck_out_tongue:


(|WF|Doofy) #7

http://3dnow.informe.com/tutorials-prefabs-links-for-enemy-territory-dt10.html
here links to some tutorials (2bit is really good), u can find there also prefabs with scripts


(isbowhten) #8

game_manager is the scriptname you must give to the script_multiplayer entity…
here you could use setautospawn 1st_spawn 0 (if your initial spawn of 0=axis has a wolf_objective (=wobj) with description key 1st_spawn)

game_manager
{
spawn
{
setstate all-at-mapstart-not-available-spawns invisible
setstate all-at-mapstart-not-available-spawn’s-wobjs invisible

//do this only if you did not set the startactive spawnflag in the spawn entities
// all wobjs always need to have a spawnflag default allies or default axis
setstate all-initial-available-spawn-entities default

// if there are more than one wobjs available ET takes just any of this
//=> always have only one available at mapstart (set the others to invisible as i said above)
// or use
//setautospawn description-key-of-the-wobj-you-want-to-start-at t he-team-spawning-there
//(0=axis 1= allies)

}
}

flag (a team_WOLF_checkpoint entity’s scriptname)
{
trigger allied_capture (or trigger axis_capture) // this is a event within the flag’s script
{
setstate targetname-of-the-wobj-the-allies-started invisible
setstate targetname-of-the-referring-spawnentities invisible
setstate targetname-of-new-spawn’s-wobj default
setstate targetname-of-new-spawnentities default
setautospawn targetname-of-new-spawn’s-wobj’s-description-key 0
}
}


(esten1) #9

Ty Guys :wink: