Tremulous Forum
Media => Mapping Center => Topic started by: ACKMAN on February 08, 2010, 07:20:39 pm
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I want to make a map where players can get new stages without fighting. I tried using trigger_score but it doesn't lower the kills needed to next stage.
Is it possible?
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Sure its possible.
Place in worldspawn:
humanStage2Threshold: The number of kills the humans must aquire to advance to stage 2. Defaults to 50.
humanStage3Threshold: The number of kills the humans must aquire to advance to stage 3. Defaults to 100.
alienStage2Threshold: The number of kills the aliens must aquire to advance to stage 2. Defaults to 50.
alienStage3Threshold: The number of kills the aliens must aquire to advance to stage 3. Defaults to 100.
I mean if you wanna humans start from stage 3 - place:
humanStage2Threshold 0
humanStage3Threshold 0
Simple enough, i hope. =D
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Or if you want teams to get stage up (or down) at some other time then map start, it is possible with AMP (target_stgctrl entity).
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The idea is make players get points(kills) by doing things-not-gonna-explain so they can stage up.
Sure its possible.
Place in worldspawn:
-snip-
Simple enough, i hope. =D
I don't see how is that gonna help. I don't wanna lower threshold, I want to make players stage up.
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Sorry, a bit tired on work today, nvm. =) Supposed you want map started from some stage. =)
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Theres a Target_score that might do what you want
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Uh... yeah...
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Oh... sorry didnt read your first post well enough. >.<
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So... any idea?
I can edit QVM, though.
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So... any idea?
Or if you want teams to get stage up (or down) at some other time then map start, it is possible with AMP (target_stgctrl entity).
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Well, that would need to modify QVM, so I asked for more ideas first.
Anyway, if I apply AMP patch to my QVM... I'm new in mapping so I don't know how to add those new target_*'s ... ¿halp?
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There is an entities.def on amp forums. Also if the patch/qvm crashes (with func_trains), then:
in g_mover.c: the function path_node, remove the g_usetargets call
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Well, thanks. So... I'll need a target_count and a target_stgctrl...
Last thing: how can I make target_count need X to toggle being X = players*Y?
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Last thing: how can I make target_count need X to toggle being X = players*Y?
Not sure what you mean ???
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I want to give s3 to players without killing. But giving them points. So... I'll need a t_count and a t_stgctrl. Right?
So, I want the count needed to activate t_count to change depending of the number of players.
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You can always add
set g_humanstage 2
set g_alienstage 2
the the start of every map in your maprotation.cfg.
Just so you know, "g_humanstage 0" = s1, "g_humanstage 1" = s2, and "g_humanstage 2" = s3.
Regards,
Kiwi
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The idea is make players get points(kills) by doing things-not-gonna-explain so they can stage up.
Gotta read.
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There's no reliable way of getting player count. But yes, you'd need target_count and target_stgctrl.
(Actually there might be a way: use LOTS of nodes in 2 places, 1 place where ppl spawn at the first time they join team, then they get counted & teleported to 2nd area, where after death they will spawn from 1 of closest nodes, which does not recount them. But you need to know how the first node is chosen (perhaps closest to XYZ=0 0 0? post if you find out please). To use player count, set the count to for example 100 (can be done with a loop which is stopped by another count) then count down by Y from that for each player.)
And Kiwi: if someone wanted s3 in every map, it should go to mapconfigs/default.cfg. Otherwise map votes would not give s3.
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And Kiwi: if someone wanted s3 in every map, it should go to mapconfigs/default.cfg. Otherwise map votes would not give s3.
Then just set the first and second stage threshold's to 0.
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And Kiwi: if someone wanted s3 in every map, it should go to mapconfigs/default.cfg. Otherwise map votes would not give s3.
Then just set the first and second stage threshold's to 0.
The main point is, this is an individual server only setting, and I think the OP is asking how to set it by map; so that no matter what server his map is on the stage settings are the same.
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There's no reliable way of getting player count. But yes, you'd need target_count and target_stgctrl.
(Actually there might be a way: use LOTS of nodes in 2 places, 1 place where ppl spawn at the first time they join team, then they get counted & teleported to 2nd area, where after death they will spawn from 1 of closest nodes, which does not recount them. But you need to know how the first node is chosen (perhaps closest to XYZ=0 0 0? post if you find out please). To use player count, set the count to for example 100 (can be done with a loop which is stopped by another count) then count down by Y from that for each player.)
And Kiwi: if someone wanted s3 in every map, it should go to mapconfigs/default.cfg. Otherwise map votes would not give s3.
The problem is that when someone disconnects, count wont go down, I could just keep leaving and rejoining opposite team to make their count higher.
We need scripting, Lua any1? :)
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posted somewhere else
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The main point is, this is an individual server only setting, and I think the OP is asking how to set it by map; so that no matter what server his map is on the stage settings are the same.
Sorry, I thought he had said he was willing to edit the qvm, which would mean either he was going to distribute this qvm for everyone with his map, or he was just going to use it for his server. ???
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then count down by Y from that for each player.)
I'm lost.
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If I modify the QVM to add AMP patch I don't think I'd need to share any QVM. All servers should have the patch applied :P
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Set the MaxVal to for example 101, and the count to 100 by triggering it 100x. Then when a player spawns for the first time, that triggers the count with gate = <SIGN_BIT> for example 4 times, making the count 96. Each player that joins will increase the amount of points needed.