DooC Forum
Public-Board => DooC-Server => Topic started by: Leeven on 08.12.2013, 21:11:03
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As many of you may know axis has a disadvantage once the tank is stolen, spawn killing. So we've decided to enable a second spawn point for axis, there are 2 choices and would like your input, any other suggestions and your selection.
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i think its a very good idea with the seconds spawn area :) so i choose the second picture as a start/spawn place ^^
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Definitely not 1. How would allies ever be able to take the barrier or drive tank around the back side?
I guess both spawns would only enable once the bank is open?
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yes, once doors are destroyed
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http://imageshack.com/a/img849/4472/hpxx.jpg Zoom a bit,or this or allies and axis swap places WHEN ALLIES STOLE THE GOLD..:)
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We do not want to add a spawn at "axis new" as it may be a disadvantage to allies, it is too close to the barrier
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So habe mir da auch mal gedanken gemacht was das Spawnen im allgemeinen betrifft und den spawnkill zu reduzieren und konflikte zu vermeiden.so ungefähr könnte man das doch auf den Maps kennzeichnen,falls das möglich ist.Oder?
So I made myself because sometimes thought that matter spawning in general, and to reduce conflicts and spawnkill to vermeiden.so approximately one could but the mark on the maps, if that is possible. Or?
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We do not want to add a spawn at "axis new" as it may be a disadvantage to allies, it is too close to the barrier
try to switch allies spawn and axis spawn when allies steal the truck,that is fair if u ask me.
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@N1c01ash that may take some time, alot of work but possible, could someone please explain what lexxa is trying to say
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Glad i could help. :)
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no promises though, for the time being, we shall commence with the axis gate
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lexxa said she agree with news spawns if it can avoid spawnkilling/conflicts. She suggest another spawn as show the pic. (it's not an exact translate of what she wrote, but it is what I understand)
cheers :)
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tnx man
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np :)
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@ leev ;) do u finished your work ?
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leeven ,where is the script?
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LeeveN work is finish? Im we like testing "new goldrush" xD
P.s My PC broke :s
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Sorry for the late and delayed replies, yes the work is finished all set and ready for testing, I had forgotten about it, all that needs to be done is for it to be uploaded onto the server..hope yall enjoy it
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oki, feel free to upload it ! we all want to see your work :)
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you can post it here
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Well here it is, although i cannot take all the credit, i did have some help when i was stuck..lets upload it and try it out
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we should try it out on the war server first with all the members playing to test it because i think there may be a few faults, maybe sniped or kissaki could disable all restrictions, upload the script and try it out :)
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Can now test? :)
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It changes the spawntime from 19 / 10 to 20 / 15. Deliberate?
Glancing over it I also couldn’t imagine why the gold-area triggers were removed?
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It changes the spawntime from 19 / 10 to 20 / 15. Deliberate?
Glancing over it I also couldn’t imagine why the gold-area triggers were removed?
it need some fixes but i didnt notice that issue
good work leeven but there are some issues
when the map begins there are 2 announcements in the wrong time
the script actually add extra allies spawn not axis one as described above
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tunpal may u fix leevens script to final one ? :D thx
ahhh also thx to leev 4 his work xd
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tunpal may u fix leevens script to final one ? :D thx
ahhh also thx to leev 4 his work xd
try to change this
create
{
scriptName "goldrushgate_obj"
classname "team_WOLF_objective"
targetname "goldrushgate_obj"
origin "2896 1569 -415" // z = CC_FILTER_ALLIES(5)
[s] spawnflags 2 // TEAM_ALLIES[/s]
}
replace spawnflags 2 to 1 //TEAM_AXIS
change it for all create commands
then
replace "team_CTF_bluespawn" by "team_CTF_redspawn"
create
{
classname [s]"team_CTF_bluespawn"[/s] // make "team_CTF_redspawn" instead
scriptname "goldrush_spawn1"
targetname "goldrush_spawn"
spawnflags 2 // make 1 for axis_team
origin "2896 1569 -415"
angle "-89"
}
replace autosetspawn too !!
remove wm_announce "^2Tank has been stolen"
wm_announce "^2Construct tank barriers"
from line 289 to 290
need some time to investigate it all
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thanks tunpal, mentioned edits has been made, heres the mended script
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sorry about the above script, discard off that, here is the mended one
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sorry about the above script, discard off that, here is the mended one
uploading it
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I uploaded it to the etpro. Should work as long as no config is voted. Did not check in game.
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still some errors i ddint test the script
but there are some issues
with setautospawn there are always this // for comments it will not work
//setautospawn "Tank Depot" 0
//setautospawn "Allied Spawn" 1
should be without "//"
the same for other setautospwan
setautospawn "Allies Spawn" 1
setautospawn " Axis Gate" 0
then rename Allies Gate to Axis Gate
goldrushgate_obj
{
spawn
{
set
{
description "Allies Gate" // "Axis Gate" instead dont forget to rename autosetspawn too from Allies Gate to Axis Gate
message "Allies Gate" // " Axis Gate" instead
wait 50
setstate goldrushgate_obj invisible
setstate goldrush_spawn invisible
}
}
trigger on
{
setstate goldrushgate_obj default
setstate goldrush_spawn default
wm_announce "Axis Gate spawn enabled!" // announces the the second Axis autospawn
wm_announce "^7Visit ^1www.dooc-clan.de" // what's this?
}
trigger off
{
setstate goldrushgate_obj invisible
setstate goldrush_spawn invisible
}
}
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..
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kissaki can you uplaod this to the warserver for a final check
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kissaki can you uplaod this to the warserver for a final check
did you check the script first?
you (or he) uploaded it last time without checking it
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ok we have problem
the spawn trigger is activated when allies blow the gate we have printed message indicating that the new autospawn is working but...Axis spawn in tank depot
we should increase wait function when calling setstate and decerase the first setautspawn to avoid calling setstate before loading entities
then we need to alertentity when spawning the new entities from the very begining of the map
i think bani's fueldump autospawn fixes script can be an example for ouy work.
what do you think?
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ok guys it works now
added 5 spawn slots (only) for axis
added aleret for entities before calling the spawn
adjusting wait function to allow server loading trigger
now axis autospawn in the "Axis Gate" area when tank blows the bank door
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i think we should delay the new axis spawn till allies load the gold crate and escape
what do you think?
putting axis in the new spawn gives advantage for allies since axis are too far from them
?( ?( 8o
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And we have touchdown, yes I agree with tunpal, it would have a disadvantage to axis if they are further away, so enabling it when the gold is stolen is a better option, but perhaps we can up the number of slots to 12, for when the server gets busier
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i think that would be a good idea
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so hows this going? uploaded yet?
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Yes on warserver for test
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And we have touchdown, yes I agree with tunpal, it would have a disadvantage to axis if they are further away, so enabling it when the gold is stolen is a better option, but perhaps we can up the number of slots to 12, for when the server gets busier
or move axis spawn to the upper room right of truck road
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And we have touchdown, yes I agree with tunpal, it would have a disadvantage to axis if they are further away, so enabling it when the gold is stolen is a better option, but perhaps we can up the number of slots to 12, for when the server gets busier
or move axis spawn to the upper room right of truck road
this might be a good one
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a maximum of 6 players can respawn here, with that keeping in mind that it wouldn't be problem leading out
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the additional players can spawn here, providing overhead cover or simply just jump over the railing or use the ladder, a suggestion
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Yeah,im we like test thet ^^ ;)
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the additional players can spawn here, providing overhead cover or simply just jump over the railing or use the ladder, a suggestion
no
we had a problem with spawn allocation it's not easy to add 2 extra spawnpoints, autospawn will not work
the first spawn is ok it can handle more then 10 slots the room is large enough we need positions (via /viewpos) for each slot, other players spawn on the default axis spawn
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can i give it a go? im 50/50 on whether it will work or not but it wouldnt harm trying yes?, XXXX the script you uploaded, did you'll test it, does it work?
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give me the positions and i'll try
i'm too lazy to view positions myself :)
but remember many scripts out there are broken.Setting many extra spawnpoints is badely handled by server engine due to restricted spawn allocation
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i'll have em spread out properly, will give it to you in a while
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Let me know when its finished so we can test it
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heres the positions:
if 12 points in a spawn ares:
1.[503 -379 24]
2.[629 -379 24]
3.[828 -469 -31]
4.[960 -467 -31]
5.[937 -352 -31]
6.[1102 -423 -31]
7.[1449 315 184]
8.[1304 311 184]
9.[1204 468 184]
10.[1075 440 184]
11.[1074 332 184]
12.[1482 442 184]
if 10 points in a spawn area:
1.[828 -469 -31]
2.[960 -467 -31]
3.[937 -352 -31]
4.[1102 -423 -31]
5.[1449 315 184]
6.[1304 311 184]
7.[1204 468 184]
8.[1075 440 184]
9.[1074 332 184]
10.[1482 442 184]
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the autospwan works
[503 -379 24] for the flag
i tried the second origin [629 -379 24]for spawning player entity
player spawns but i can't move it's too low look at screenshot attached
you should view postion while standing
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you've already uploaded and tested? let me try height, that seems to be the problem, gimme a few hours to get the server to play the map
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you've already uploaded and tested? let me try height, that seems to be the problem, gimme a few hours to get the server to play the map
no i've tried it on local server
i changed that positions, player entity spawn with no issue.The extra spawn is named Axis Room and enabled when allies blow the bank door
// Last edit by TunPal: extra axis spawn point
game_manager
{
spawn
{
// axis room spawn
create
{
scriptName "goldrushroom_obj"
classname "team_WOLF_objective"
targetname "goldrushroom_obj"
origin "503 -397 24" // z = CC_FILTER_AXIS(5)
spawnflags 1 // TEAM_AXIS
}
create
{
classname "team_CTF_redspawn"
scriptname "goldrush_spawn1"
targetname "goldrush_spawn"
spawnflags 1 // TEAM_AXIS
origin "922 -384 8" // this origin works fine, just stay standing each time and copy positions ok?
angle "-89"
}
// TunPal: hide the extra spawn point
trigger goldrushroom_obj off
setstate goldrushroom_obj invisible
setstate goldrush_spawn invisible
//TunPal autospawn fix
wait 100
setautospawn "Tank Depot" 0
wait 2000
wm_announce "^3TunPal's Extra spawn "
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// TunPal: extra spwan trigger
goldrushroom_obj
{
spawn
{
set
{
description "Axis Room"
message "Axis Room"
wait 50
setstate goldrushroom_obj invisible
setstate goldrush_spawn invisible
}
}
trigger on
{
setstate goldrushroom_obj default
setstate goldrush_spawn default
wm_announce "^AAxis Room spawn enabled!"
}
trigger off
{
setstate goldrushroom_obj invisible
setstate goldrush_spawn invisible
}
}
trigger goldrushroom_obj on
//TunPal alert entiry before enabling the extra swpan
alertentity goldrush_spawn
wait 50
setstate goldrushroom_obj default
setstate goldrush_spawn default
wait 150
setautospawn "Axis Room" 0
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see the problem is with out server i can gain positions while spectating, but as a player, it gives you a default value, so if we could manually adjust the height all we need to know is how much to increase it by, i dont see it being a prob if they spawn in mid air, a very faint distance above the ground, since spawn protection is enabled, but i shall keep trying