Battery script update?

Discussion for Admins of ETPro/BayonET servers.
If you don't run a server, please don't post here...

Moderators: Forum moderators, developers

User avatar
Sippenhaft
Posts: 20
Joined: Mon Jan 24, 2005 11:41 am
Location: NJ
Contact:

Battery script update?

Post by Sippenhaft »

Hey all,

I like the map battery, some hate it. as a compromise I put the battery script in so the allies can blow the back door...

however, now the map is over real quick...

Can someone guide me or add to the script a constructable door? So after the allies blow up the back door, the axis can re-build it?


Thanks!
Sipp
Nellie-
Posts: 40
Joined: Wed Oct 12, 2005 2:03 pm

Post by Nellie- »

Teach the axis how to spawn at the cp :wink:
User avatar
Sippenhaft
Posts: 20
Joined: Mon Jan 24, 2005 11:41 am
Location: NJ
Contact:

Post by Sippenhaft »

so it slows the allies a bit, but I think a constructable would make the game last a bit longer...
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

I have looked into this, but I haven't had any success. I can see to get a scripted constructible to work properly, does anyone have a sample scripted-in CP or something along those lines?
User avatar
Father
Posts: 107
Joined: Sat Jul 22, 2006 1:30 pm
Location: Czech Republic
Contact:

Post by Father »

I think that buildable back doors change gameplay too much. It will be same like 'non-destroyable doors'. :?

BTW: destroing every doors on map would be great.
If you don't do it, someone else will.
User avatar
Luk4ward
Posts: 236
Joined: Sun Jul 30, 2006 1:55 pm
Location: Poland
Contact:

Post by Luk4ward »

Hmm, maybe we shall to look at this problem in the other way. I mean if allies blew the back door then the axis generator is gone too, so axis can rebuild the generator to get the gate again. Is it possible? If yes im looking forward to it :P

regards
Last edited by Luk4ward on Fri Feb 09, 2007 5:13 am, edited 1 time in total.
wolFTeam.pl
Igloo
Posts: 81
Joined: Sat Jan 07, 2006 6:23 am
Location: Poland
Contact:

Post by Igloo »

Yes, it sounds good. And should be possible... but the person needs to know the etpro mapscript as well :wink: I know only a bit from mapping experience, but I bet it's not really hard.

Greetings,
Igloo
User avatar
Sippenhaft
Posts: 20
Joined: Mon Jan 24, 2005 11:41 am
Location: NJ
Contact:

Post by Sippenhaft »

Luke nice idea...just a way to have that door rebuild or closed once it is gone.

:D
User avatar
Sippenhaft
Posts: 20
Joined: Mon Jan 24, 2005 11:41 am
Location: NJ
Contact:

Post by Sippenhaft »

anyone have some ideas on how we can do this.... :)

or maybe a quick script update :wink:
User avatar
WeblionX
Posts: 762
Joined: Sun Sep 08, 2002 1:03 pm
Contact:

Post by WeblionX »

Bani already tried getting a reconstructable backdoor. :moo:
Got any old idtech3 tutorials you made or saved? Send them my way.
User avatar
Sippenhaft
Posts: 20
Joined: Mon Jan 24, 2005 11:41 am
Location: NJ
Contact:

Post by Sippenhaft »

so I guess it didnt work?...

What about making it (like Like said) if door blows up, so does generator, then axis can go and rebuild generator and the door will close?
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

You can make it rebuildable once, but then it will be non-dynamiteable thereafter.
User avatar
Sippenhaft
Posts: 20
Joined: Mon Jan 24, 2005 11:41 am
Location: NJ
Contact:

Post by Sippenhaft »

But what about making it similar to blowing the generator...

IE can you make the generator have two areas that can be blown? one at the door and one at the generator itself? then if it is blow up, you can rebuild the generator and the door would be closed again? :?
User avatar
WeblionX
Posts: 762
Joined: Sun Sep 08, 2002 1:03 pm
Contact:

Post by WeblionX »

It used to be that the trigger_objective_info (Which displays the "You are near...") text was the basis on where you could plant dynamite. You can use the "team" key to get non func_constructibles to attach with a func_constructible, but I don't think it's ever been tried in the way you're asking. Also, you would have to merge the door's t_o_i with the generator's t_o_i, and I'm pretty sure they would both either have to be destroyable by satchel xor dynamite. It's remotely plaussible to get it working in a satisfactory way.
Got any old idtech3 tutorials you made or saved? Send them my way.
User avatar
Luk4ward
Posts: 236
Joined: Sun Jul 30, 2006 1:55 pm
Location: Poland
Contact:

Post by Luk4ward »

Im not an expert, but could u just move the code (not all of coz) about the desctructing generator in the instruction about blowing the door, is it so difficult?
wolFTeam.pl
Post Reply