Tremulous Forum

Media => Mapping Center => Topic started by: ACKMAN on February 08, 2010, 07:20:39 pm

Title: Changing stages
Post by: ACKMAN on February 08, 2010, 07:20:39 pm
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?
Title: Re: Changing stages
Post by: CATAHA on February 08, 2010, 07:25:06 pm
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
Title: Re: Changing stages
Post by: UniqPhoeniX on February 08, 2010, 07:45:58 pm
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).
Title: Re: Changing stages
Post by: ACKMAN on February 08, 2010, 08:02:48 pm
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.
Title: Re: Changing stages
Post by: CATAHA on February 08, 2010, 09:17:17 pm
Sorry, a bit tired on work today, nvm. =) Supposed you want map started from some stage. =)
Title: Re: Changing stages
Post by: Noyesdude on February 10, 2010, 04:02:20 am
Theres a Target_score that might do what you want
Title: Re: Changing stages
Post by: ACKMAN on February 10, 2010, 04:30:13 pm
Uh... yeah...

Title: Re: Changing stages
Post by: Noyesdude on February 10, 2010, 07:08:00 pm
Oh... sorry didnt read your first post well enough. >.<
Title: Re: Changing stages
Post by: ACKMAN on February 10, 2010, 08:07:34 pm
So... any idea?

I can edit QVM, though.
Title: Re: Changing stages
Post by: UniqPhoeniX on February 10, 2010, 09:47:20 pm
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).
Title: Re: Changing stages
Post by: ACKMAN on February 10, 2010, 09:57:45 pm
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?
Title: Re: Changing stages
Post by: UniqPhoeniX on February 10, 2010, 11:41:54 pm
There is an entities.def on amp forums. Also if the patch/qvm crashes (with func_trains), then:
Quote from: ==Troy==
in g_mover.c: the function path_node, remove the g_usetargets call
Title: Re: Changing stages
Post by: ACKMAN on February 11, 2010, 04:37:15 pm
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?
Title: Re: Changing stages
Post by: UniqPhoeniX on February 12, 2010, 03:15:14 am
Last thing: how can I make target_count need X to toggle being X = players*Y?
Not sure what you mean ???
Title: Re: Changing stages
Post by: ACKMAN on February 12, 2010, 05:32:45 pm
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.
Title: Re: Changing stages
Post by: Kiwi on February 13, 2010, 12:19:28 am
You can always add
Code: [Select]
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
Title: Re: Changing stages
Post by: ACKMAN on February 13, 2010, 03:48:42 am
The idea is make players get points(kills) by doing things-not-gonna-explain so they can stage up.

Gotta read.
Title: Re: Changing stages
Post by: UniqPhoeniX on February 13, 2010, 04:16:13 am
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.
Title: Re: Changing stages
Post by: Kiwi on February 13, 2010, 05:27:12 am
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.
Title: Re: Changing stages
Post by: mooseberry on February 13, 2010, 06:25:56 am
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.
Title: Re: Changing stages
Post by: Asvarox on February 13, 2010, 10:30:21 am
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? :)
Title: Re: Changing stages
Post by: MitSugna on February 13, 2010, 10:49:28 am
posted somewhere else
Title: Re: Changing stages
Post by: Kiwi on February 13, 2010, 03:23:15 pm
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. ???
Title: Re: Changing stages
Post by: ACKMAN on February 13, 2010, 03:56:04 pm
then count down by Y from that for each player.)

I'm lost.

__

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
Title: Re: Changing stages
Post by: UniqPhoeniX on February 13, 2010, 04:53:29 pm
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.