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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: SNIPER MAP
Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 8, 2012 02:18 am
ictblood writes...
Quote:
I MADE A FEW "SNIPER" MAPS
i guess you say they are 1000 yards
do you have to go past a size before they do not spawn on the wrong side?
its random, is there a way to map for it or do u have to use a mod to stop that?


Are you trying to create a "no cross" map? If so, you cannot expect to run mixed gametypes on it. "No cross maps" only work for Team Deathmatch. If you tried to play any other gametype, you will have to allow players to cross the dividing line on the map. Otherwise, it will be pointless.
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ictblood
General Member
Since: Mar 5, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 8, 2012 11:37 am
yes its a no cross map, it should only be tdm
i have other maps we play dm and hq on
thats what i mean about mixed server
is there a way for the map to tell the server to use only the start tdm spawns only to keep the players on the right sides when they reapwn?
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ictblood
General Member
Since: Mar 5, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 15, 2012 01:50 pm
yes the link is dead
sounds like thats what i need
i would like to give it a try if you could find it
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2725
Last: May 17, 2016
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 15, 2012 03:17 pm
Why not have a seperate spawning area, say a both outside / under the map, in that box have the spawn points under the spawn points have a 2 trigger multiple textures

ones a teleport script thats basically if team = axis teleport orig1 (then move orig1 to 1 side of map create a few so ppl dont get squashed together)

Then have the other trigger multiple a if team = allies teleport orig2, then do the same its a lot similar i think :L

Code:
main()
{
thread teleport();
}

teleport()
{
  entTransporter = getent("allies","targetname");
  if(isdefined(entTransporter))
  {
    for(lp=0;lp<entTransporter.size;lp=lp+1)
    entTransporter[lp] thread Transporter();
  }
}

Transporter()
{
 entTarget = getent(self.target, "targetname");
 while(1)
 {
 self waittill("trigger", player);

 wait (0.0001);
 if(player.pers["team"] == "allies")
 {
  player setorigin(entTarget.origin);
  player setplayerangles(entTarget.angles);
 } 
 wait (0.001);
 }
}


Then do same for axis? (btw its just my edit on the teleport script that is in tutorials, may not work but should )

Thanks, Ukdjaj[thumbs_up]
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