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« on: February 15, 2011, 02:48:52 PM » |
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so , i made map with 1 ex_dropzone for each team , those dropzones got 1 ex_objectives marked in their properties.... there is also 4 ex_objectives which doesnt have any connections between each other BUT! if they belong to some team they works like spawnpoints AND I NEED to make team spawn in only 1 point , the rest of places on map are flags to capture how the F can i do that? there is no such property in flags like DONT USE AS SPAWN , but would be usefull
HOW do i change teams in game? i cant check if different teams capture works I mean , if net point got captured by nids can it be capped with IMPs? because it got like 1 button with event of capturing
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #1 on: February 15, 2011, 03:17:18 PM » |
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you can change teams in game by pressing "M" (thats the default i believe). If that doesn't work, go to to options>Keyboard then find the "Change Team" field and assign a key of your choice to it.
As for the rest of the stuff above, i dont know, not a mapper. Chrome or Typheron will post a reply soon probably.
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« Reply #2 on: February 15, 2011, 03:25:49 PM » |
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A capture point is tied to a set of spawns, you cant just have a bunch of capture points, they each require a spawn location/zone. Also a dropzone is per player, so your going to need a minimum of 10 per objective/spawning area. The capture/spawn system was designed to move dynamically from point to point to facilitate the movement of the players throughout a map.
If you want to do single cap points that require all of them to be taken to control a area you will have to use another entity to pull it off.
Probably a counter for each team and when a point is pressed a filter adds or subtracts to the counter, once the counter hits the number of points to be captured it would trigger a win condition in one of the ex_gameplays making it a win for that team. the points would have to have markers that poped up when tyrnids or marines took them to make it clear.
The capture control automatically checks what team is doing the capturing, so if it works for one, it will work for another
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« Last Edit: February 15, 2011, 03:32:46 PM by Typheron »
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« Reply #3 on: February 15, 2011, 03:54:51 PM » |
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I dont quet get it So ex_dropzone is spawnpoint for 1 player? WTF ITS SO HUGE? The win conditions is Nids - cap win point Imps - hold win (i mean not let nids cap it) point for some time AND there is some additional points which opens alternative ways to reach win point and alternative ways to defend for Imps Capping those points as Imps is closing those ways for nids Thats what i need BUT ex_objectives works as spawn points , how to make them not spawn?
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #4 on: February 15, 2011, 04:22:22 PM » |
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its so huge because that's the size of a Fex.
If you doing a hold the point, you need to setup a countdown in seconds to a win condition, Thunderhawk and spacehulk both use them, set at 20 mins each (time has to be in seconds).
You CANNOT stop ex_objectives from spawning, thats how they were coded. They will always try to spawn stuff when captured by a team and if no landingzone are supplised for it, weird spawning conditions will happen.
What you need to do is create contorl buttons and points using the reward points feature to give cap rewards to those people activating the other points. You will then have to also mark these areas in some way and trigger mission text pop-ups for them as well using the entities supplied in ex_mission.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #5 on: February 15, 2011, 04:39:39 PM » |
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its so huge because that's the size of a Fex.
oh... , still , you could add lowpoly fex model for that , coz its totall mess with those huge squares , cant see shit If you doing a hold the point, you need to setup a countdown in seconds to a win condition, Thunderhawk and spacehulk both use them, set at 20 mins each (time has to be in seconds).
Im not a noob You CANNOT stop ex_objectives from spawning, thats how they were coded. They will always try to spawn stuff when captured by a team and if no landingzone are supplised for it, weird spawning conditions will happen.
so the ex_objective must have its own ex_dropzone? thats makes sence What you need to do is create contorl buttons and points using the reward points feature to give cap rewards to those people activating the other points. You will then have to also mark these areas in some way and trigger mission text pop-ups for them as well using the entities supplied in ex_mission.
i can figure that out , thank you
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #6 on: February 15, 2011, 05:28:56 PM » |
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Wait ex_dropzone doesnt have team specification.... it also doesnt have enable/disable functions so it is IMPOSSIBLE to make what i want
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #7 on: February 15, 2011, 07:28:00 PM » |
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Let me see if I have got my head around this...
Marine start owning an objective ( let us call it M ), which has a set of ex_dropzones ( 1 per player ), Tyranids start owning an objective ( let's call it T ), there are 2 close-able routes from T to N, each route has an objective (let us call them A and B ). If marine capture A or B the respective route is closed BUT you want the marines to keep spawning at M? If Tyranids capture A or B ( can they capture? ) they start spawning in drop zones belonging to A or B?
If you don't want ANY players spawning at A or B then do not make it an objective, just a button ( or whatever ) that fires an ex_reward when it closes the route. It will not appear on the player's HUDs or tactical overview, so you will have to find other ways to tell the players what is going on.
Regards a time limit logic_auto fires an output when the map loads, so if you set the delay on that to 20 minutes and point it at the marine victory input of an ex_gameplay you'll have game that ends with a marine victory aftee that time. You should make sure that tyranids capturing M triggers a tyranid victory too, unless you want them to have to hunt down any surviving marines.
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« Reply #8 on: February 15, 2011, 07:29:34 PM » |
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its a entity with a size (LxBxH), just hide the entities if you need to see past them, its not practicle to tie a model to such a thing in hammer. That's not how it works and would only confuse things in regards to what was a model.
You cannot do it by using ex_objectives, there are other ways however.
Also, what chrome said, as he posted before i could post this reply
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #9 on: February 15, 2011, 07:35:59 PM » |
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Since ex_dropzones always belong to an ex_objective, the drozones always look to their objective to know what team they are on. I can think of a way to have Marines and Tyranids spawn in different spots when owning the same objective, it's just really "hacky".
I tend to put my ex_dropzones in a visgroup on there ow, so I can hide/show them as necessary.
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« Last Edit: February 15, 2011, 09:09:10 PM by ChromeAngel »
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« Reply #10 on: February 15, 2011, 08:44:56 PM » |
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Let me see if I have got my head around this...
Marine start owning an objective ( let us call it M ), which has a set of ex_dropzones ( 1 per player ), Tyranids start owning an objective ( let's call it T ), there are 2 close-able routes from T to N, each route has an objective (let us call them A and B ). If marine capture A or B the respective route is closed BUT you want the marines to keep spawning at M? If Tyranids capture A or B ( can they capture? ) they start spawning in drop zones belonging to A or B?
If you don't want ANY players spawning at A or B then do not make it an objective, just a button ( or whatever ) that fires an ex_reward when it closes the route. It will not appear on the player's HUDs or tactical overview, so you will have to find other ways to tell the players what is going on.
Regards a time limit logic_auto fires an output when the map loads, so if you set the delay on that to 20 minutes and point it at the marine victory input of an ex_gameplay you'll have game that ends with a marine victory aftee that time. You should make sure that tyranids capturing M triggers a tyranid victory too, unless you want them to have to hunt down any surviving marines.
nononon dont read the first post the idea is that there is 2 bases AKA spawn points 1 for marines 1 for nids and several objectives on the map to capture every objective gives some alternative ways to get to the win point for nids and new way of defence to marines but spawn points for both teams are same - thier base it could be made without using additional objectives and only using events and scripts but also it would be CONFUSING AS HELL for people who just joined or first played map
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #11 on: February 15, 2011, 08:46:07 PM » |
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its a entity with a size (LxBxH), just hide the entities if you need to see past them, its not practicle to tie a model to such a thing in hammer. That's not how it works and would only confuse things in regards to what was a model.
You cannot do it by using ex_objectives, there are other ways however.
Also, what chrome said, as he posted before i could post this reply
i was saying to make it like info_player_start so it could be way different , well whatever
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #12 on: February 15, 2011, 09:17:09 PM » |
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FYI you can set the amount of points for ex_award to give as the parameter to the Activate input
ex_objectives are part of the progressive spawning system that is part of the EX game mode, if you don't want the spawn to progress use ex_award and ex_mission entities to give side-missions to the teams.
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« Reply #13 on: February 15, 2011, 09:32:50 PM » |
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FYI you can set the amount of points for ex_award to give as the parameter to the Activate input
ex_objectives are part of the progressive spawning system that is part of the EX game mode, if you don't want the spawn to progress use ex_award and ex_mission entities to give side-missions to the teams.
so that how ex_awards work O_o is it gonna make same icon for ex_mission as the ex_objective have?
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #14 on: February 15, 2011, 09:46:55 PM » |
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No it wont, there transparent so you will have to figure out a way of showing the objective. You can trigger more mission messages however to alert players, or put a custom texture showing the map in with them marked.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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