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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: place spawns in map no-cross
Aurym
General Member
Since: Sep 10, 2010
Posts: 40
Last: Sep 30, 2013
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Friday, Sep. 27, 2013 05:16 pm
Yes, I spawn in correct side now [thumbs_up] But I want put few spawns in different places in each side... I dont know how I must make it; now only have one respawn in each side
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoD2 MP Mapping
Posted: Friday, Sep. 27, 2013 05:32 pm
Put up both of the scripts you're using

Thanks, Ukdjaj[thumbs_up]
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Aurym
General Member
Since: Sep 10, 2010
Posts: 40
Last: Sep 30, 2013
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Friday, Sep. 27, 2013 10:44 pm
Ok :) This is script teleport allied:

main()
{

entTransporter = getentarray("enter_allied","targetname");
if(isdefined(entTransporter))
{
for(lp=0;lp entTransporter[lp] thread Transporter();
}


}


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

wait(0.10);
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
//iprintlnbold ("You have been teleported !!!");
wait(0.10);
}
}


And this is teleport axis:

main()
{

entTransporter = getentarray("enter_axis","targetname");
if(isdefined(entTransporter))
{
for(lp=0;lp entTransporter[lp] thread Transporter();
}


}


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

wait(0.10);
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
//iprintlnbold ("You have been teleported !!!");
wait(0.10);
}
}


I dont know if this is wrong or correct... I dont know write script :P Now, I have only a spawn with trigger.... What do I do for have various spawn points??
Very very thanks again!! :)
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 28, 2013 09:55 am
There should be TWO trigger multiples, both underneath the TDM spawns, one should have the targetname of "enter_axis" the other should have the targetname of "enter_allied", then the corresponding script_origins, should be place of separate sides of the map.

E.G The "enter_allied" Script origins (you should be able to make multiple ones) should be placed one side on the map, and the "enter_axis" should be placed at the other.

As for your script, there should be a line defining or checking what team the player.

There should be something like if(player=="allies" ) in the script, i don't know the correct syntax so tax, but these should be the scripts to use, try them, if they dont work try and find old forums on modsonline to help :)

Allied:

Code:
main()
{

entTransporter = getentarray("enter_allied","targetname");
if(isdefined(entTransporter))
{
for(lp=0;lp entTransporter[lp] thread Transporter();
}
}


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

wait(0.10);
if(player=="allies") //This line denonotes the players team, so will only allow allied people to get teleported, so only people that spawn allied can use that teleporter, which teleports them to one side of the map!
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
//iprintlnbold ("You have been teleported !!!");
wait(0.10);
{
//iprintln("oh");
}
}


Axis:

Code:
main()
{

entTransporter = getentarray("enter_axis","targetname");
if(isdefined(entTransporter))
{
for(lp=0;lp entTransporter[lp] thread Transporter();
}


}


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

wait(0.10);
if(player=="allies") //This line denonotes the players team, so will only allow axis people to get teleported, so only people that spawn axis can use that teleporter, which teleports them to one side of the map!
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
//iprintlnbold ("You have been teleported !!!");
wait(0.10);
{
//iprintln("oh");
}
}


Probably won't work as i haven't done any scripting in years, but someone else will be able to help you; and i hope that explains what you need!

Thanks, Ukdjaj
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Aurym
General Member
Since: Sep 10, 2010
Posts: 40
Last: Sep 30, 2013
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Sep. 29, 2013 04:01 pm
Thanks a lot :) You were right ... this does not work. But now,I do not care the side of map, no is important where are the allied and where the axis. I need to know how to do several spawns with a teleporter...
Thanks again
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Maglaj
General Member
Since: Jul 23, 2010
Posts: 36
Last: Oct 3, 2013
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Monday, Sep. 30, 2013 11:33 am
I dont know why do you bother with all this scripts?!?! The engine will do this work for you (plural). Problem that you have isn't problem at all! The thing is, you are alone testing the map, and engine spawnes you randomly on both sides when you die. BUT, when ther is 2 or more players, the engin will spawn randomly only first player thet join the game. The second will be spawned on the other side if he is in diferent team. Or on the same side if it's in your team. SO All this code is just to force first player who joins to specific side. Everything else is engine's job by default!
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Aurym
General Member
Since: Sep 10, 2010
Posts: 40
Last: Sep 30, 2013
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Monday, Sep. 30, 2013 12:49 pm
Ok!! That was my query in first, if I respawn in other side because I'm alone :) Then, only one question more... is there any way to tell the engine what the Allied side and which is the axis? This question is because I have a custom textures with allied and axis flag, but if this is impossible, I delete them
thank you so much [thumbs_up]
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Sep. 30, 2013 01:52 pm
-- DELETED POST PER FORUM RULES --
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Monday, Sep. 30, 2013 02:06 pm
Teleport system.[wink]
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Sep. 30, 2013 04:31 pm
Why is my post deleted? He need to put bots in his maps and not doing teleports... Then he will see his spawns are ok
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