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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: Spawning only TDM spawn
rdxradar
General Member
Since: Jan 19, 2008
Posts: 55
Last: Mar 3, 2012
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Jan. 2, 2009 05:18 am
I've created a map and it compiles fine. The problem I'm running into is when I test the map, everyone will spawn on the tdm spawn entity only. I've made axis and allied spawns on opposite sides of the map (8 spawns per side with 1 tdm spawn).

Our server is presently using the openwarfare mod (waiting on extreme+ mod to come out) and running sniper only maps. I do remember that there was some spawn logic issues with COD4 when it first came out. Any ideas on how to keep everyone from spawning only the tdm spawn?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Friday, Jan. 2, 2009 06:36 am
The code for TDM will only spawn on team-specific spawns while gace period is valid. Once that ends (default time is 15 seconds), everyone starts to spawn on mp_tdm_spawn.

If you want players to only spawn on team-specific spawns, you will need to edit the gametype GSC file to that effect - just as {UST}Juice did for COD4 sniper-only maps.

In other words, you will have to mod the TDM gametype file.
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rdxradar
General Member
Since: Jan 19, 2008
Posts: 55
Last: Mar 3, 2012
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Jan. 2, 2009 02:50 pm
Thanks Tally for the response. Unfortunately, I'm not very knowledgeable in scripting. Here is my tdm gametype gsc file.

  1. #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    /*
    TDM - Team Deathmatch
    Objective: Score points for your team by eliminating players on the opposing team
    Map ends: When one team reaches the score limit, or time limit is reached
    Respawning: No wait / Near teammates

    Level requirements
    ------------------
    Spawnpoints:
    classname mp_tdm_spawn
    All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
    at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.

    Spectator Spawnpoints:
    classname mp_global_intermission
    Spectators spawn from these and intermission is viewed from these positions.
    Atleast one is required, any more and they are randomly chosen between.

    Level script requirements
    -------------------------
    Team Definitions:
    game["allies"] = "marines";
    game["axis"] = "japanese";
    This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.

    If using minefields or exploders:
    maps\mp\_load::main();

    Optional level script settings
    ------------------------------
    Soldier Type and Variation:
    game["american_soldiertype"] = "normandy";
    game["german_soldiertype"] = "normandy";
    This sets what character models are used for each nationality on a particular map.

    Valid settings:
    american_soldiertype normandy
    british_soldiertype normandy, africa
    russian_soldiertype coats, padded
    german_soldiertype normandy, africa, winterlight, winterdark
    */

    /*QUAKED mp_tdm_spawn (0.0 0.0 1.0) (-16 -16 0) (16 16 72)
    Players spawn away from enemies and near their team at one of these positions.*/

    /*QUAKED mp_tdm_spawn_axis_start (0.5 0.0 1.0) (-16 -16 0) (16 16 72)
    Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/

    /*QUAKED mp_tdm_spawn_allies_start (0.0 0.5 1.0) (-16 -16 0) (16 16 72)
    Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/

    main()
    {
    if(getdvar("mapname") == "mp_background")
    return;

    maps\mp\gametypes\_globallogic::init();
    maps\mp\gametypes\_callbacksetup::SetupCallbacks();
    maps\mp\gametypes\_globallogic::SetupCallbacks();

    maps\mp\gametypes\_globallogic::registerTimeLimitDvar( "tdm", 10, 0, 1440 );
    maps\mp\gametypes\_globallogic::registerScoreLimitDvar( "tdm", 500, 0, 5000 );
    maps\mp\gametypes\_globallogic::registerRoundLimitDvar( "tdm", 1, 0, 10 );
    maps\mp\gametypes\_globallogic::registerNumLivesDvar( "tdm", 0, 0, 10 );

    level.teamBased = true;
    level.onStartGameType = ::onStartGameType;
    level.onSpawnPlayer = ::onSpawnPlayer;
    level.onSpawnPlayerUnified = ::onSpawnPlayerUnified;

    game["dialog"]["gametype"] = "team_deathmatch";
    game["dialog"]["offense_obj"] = "tdm_boost";
    game["dialog"]["defense_obj"] = "tdm_boost";
    }

    onStartGameType()
    {
    setClientNameMode("auto_change");

    maps\mp\gametypes\_globallogic::setObjectiveText( "allies", &"OBJECTIVES_TDM" );
    maps\mp\gametypes\_globallogic::setObjectiveText( "axis", &"OBJECTIVES_TDM" );

    if ( level.splitscreen )
    {
    maps\mp\gametypes\_globallogic::setObjectiveScoreText( "allies", &"OBJECTIVES_TDM" );
    maps\mp\gametypes\_globallogic::setObjectiveScoreText( "axis", &"OBJECTIVES_TDM" );
    }
    else
    {
    maps\mp\gametypes\_globallogic::setObjectiveScoreText( "allies", &"OBJECTIVES_TDM_SCORE" );
    maps\mp\gametypes\_globallogic::setObjectiveScoreText( "axis", &"OBJECTIVES_TDM_SCORE" );
    }
    maps\mp\gametypes\_globallogic::setObjectiveHintText( "allies", &"OBJECTIVES_TDM_HINT" );
    maps\mp\gametypes\_globallogic::setObjectiveHintText( "axis", &"OBJECTIVES_TDM_HINT" );

    level.spawnMins = ( 0, 0, 0 );
    level.spawnMaxs = ( 0, 0, 0 );
    maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
    maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
    maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
    maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
    maps\mp\gametypes\_spawning::updateAllSpawnPoints();

    level.spawn_axis_start= maps\mp\gametypes\_spawnlogic::getSpawnpointArray("mp_tdm_spawn_axis_start");
    level.spawn_allies_start= maps\mp\gametypes\_spawnlogic::getSpawnpointArray("mp_tdm_spawn_allies_start");

    level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
    setMapCenter( level.mapCenter );

    allowed[0] = "tdm";

    if ( getDvarInt( "scr_oldHardpoints" ) > 0 )
    allowed[1] = "hardpoint";

    level.displayRoundEndText = false;
    maps\mp\gametypes\_gameobjects::main(allowed);

    // now that the game objects have been deleted place the influencers
    maps\mp\gametypes\_spawning::create_map_placed_influencers();

    // elimination style
    if ( level.roundLimit != 1 && level.numLives )
    {
    level.overrideTeamScore = true;
    level.displayRoundEndText = true;
    level.onEndGame = ::onEndGame;
    }
    }

    onSpawnPlayerUnified()
    {
    self.usingObj = undefined;

    maps\mp\gametypes\_spawning::onSpawnPlayer_Unified();
    }


    onSpawnPlayer()
    {
    self.usingObj = undefined;

    if ( level.inGracePeriod )
    {
    spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + self.pers["team"] + "_start" );

    if ( !spawnPoints.size )
    spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_sab_spawn_" + self.pers["team"] + "_start" );

    if ( !spawnPoints.size )
    {
    spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
    spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
    }
    else
    {
    spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
    }
    }
    else
    {
    spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
    spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
    }

    self spawn( spawnPoint.origin, spawnPoint.angles );
    }


    onEndGame( winningTeam )
    {
    if ( isdefined( winningTeam ) && (winningTeam == "allies" || winningTeam == "axis") )
    [[level._setTeamScore]]( winningTeam, [[level._getTeamScore]]( winningTeam ) + 1 );
    }



Any insight on how to correct this file?
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rdxradar
General Member
Since: Jan 19, 2008
Posts: 55
Last: Mar 3, 2012
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 4, 2009 11:39 pm
Bump.....I really hate to bump my post, but I still need some help from someone who knows how to mod the tdm.gsc file. Again, any help is greatly appreciated.
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