Well it happened...


(TNR360) #1

I finally have the desire to learn how to script.

where do I start? :lol:

What I’m trying to do is make 4 destructable Objectives but have no idea where or how to start…

I’ve already looked at many maps scripts but don’t find what I need.


(Nail) #2

stickies here may be a start


(TNR360) #3

oh um

woops :oops:


(TNR360) #4

It seems to be that there are scarce tutorials on ET dynamite OBJ scripting

Someone please prove me wrong or enlighten me :shock:


(d3coy) #5

http://www.splashdamage.com/forums/viewtopic.php?t=2417


(Darkfrost) #6

http://dfmr.s1.jcink.com/tutorials/dyno/dyno.htm

I have reports of the site only working in firefox :frowning:


(WeeBull) #7

Scripting guide by Ifurita


(TNR360) #8

thanks all

Is there a way to make half a team spawn in one spot and half at another?

I wish to do this for allies


(kamikazee) #9

You can’t set a players spawnpoint from script except the default one. However, you could let people choose their spawnspot by making a second spawn like battery does.


(DerSaidin) #10

I might be wrong, but I think you can prioritize spawns using

“id” “flag_03”

on each team_CTF_[blue/red]spawn

Where lower number will be the first one used, so if you have 6 people, it’ll use 01, 02, 03, 04, 05, 06

To split it up, put evens on one side, odds on the other.


(kamikazee) #11

I haven’t seen anything of that in code…
It only tries to find an available spawnspot as close to the checkpoint entity.


(SCDS_reyalP) #12

Nope :frowning:


(TNR360) #13

Fueldump does it

It seems that when allies are past cave door and have 1st axis spawn

When they build CMD post half spawn at one and half on other… except thats how it is on fritzbot atleast

(bots dont select spawn)


(SCDS_reyalP) #14

A mod could do it, but etmain and etpro certainly don’t have any way of specifying it in a map. When you get people spawning at different areas it is either because some of them have selected different spawn points, or all of the spawn points in one area are full.


(TNR360) #15

Hmm how many players can one spawn entity handle?


(SCDS_reyalP) #16

Each spawning player needs their own team_CTF_redspawn or team_CTF_bluespawn. Additionally, ET does it’s best to stop you from spawning inside another player, so if a player is standing inside the spawn entity, you won’t spawn there.

Spawn selection is controlled by team_WOLF_objective entities. When you select a particular spawnpoint on the map (or with /setspawnpt) ET tries to spawn you at the nearest available team_CTF_colorspawn entity to the corresponding team_WOLF_objective. Automatic spawnpoint selection works exactly the same way, except the mapscript chooses the team_WOLF_objective.


(TNR360) #17

so lets say there’s 16 players

I put 8 on one side 8 on other?

Considering they’re all dead

thanks for help


(ayatollah) #18

1! Well technically as many as possible but if you get 20 people trying to spawn through 1 spawnpoint you have a lot of trouble. You need to have as many spawn entities as possible to cater for larger servers. EG, A 20-man server would need 10 spawn entities at each spawn for each member of the team.


(nUllSkillZ) #19

I’m not totally sure but I think the stock maps have 32 spawnpoints per side.


(SCDS_reyalP) #20

That’s OK as long as there will only ever be 16 players total. If there are 17, two of them are going to spawn stuck together.

@nullskillz
It’s a good idea to make sure there are 32 per side, since the maximum possible number of players in ET is 64. However, that doesn’t mean every spawn location has to have 32. For example, on the etpro fueldump, if there are only 16 spawns at the CP and 17 people need to spawn, one will just spawn back at the tunnel. Many of the stock maps forward spawns have less than 32 spots.

Also, there isn’t much point in having a full 64 spawns on a map that only plays well 6v6.