Another Update Underway For The Mapping Guidelines
Cagey
Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">Trigger on round start/end</div> As --Scythe-- kindly pointed out to me in an email tonight, I'm apparently a "Nublet" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> -- I forgot an important event targetname when I updated the Mapping Guidelines.
The "gamestartedstatus" targetname is fired at the start and end of every round. The second paragraph of the Mapping Guidelines version 1.2d section "The ready room and the (almost) absence of menus" reads as follows:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The ready room should be an unconnected area of the main map, but make it far enough away from the main game area so ambient sounds from one area aren't heard in the other. There should be at least ten info_player_start entities, as all the players on the server could spawn in here at once. Make the room dramatic and make the routes to each door an inviting choice. Maybe an animated hologram of a marine or an alien inviting players to their doors will get people into the mood of your map. Use animated lights on runways leading to the doors, spawn point facing and other factors and railings to lead players out of the ready room into the game. Try making the spectator door up a small stairway to a balcony that implies the height needed to adequately watch the game in progress. Have klaxons going off at the beginning of the round for dramatic tension. When a game that can't be late-joined has started, use the entities below to close the appropriate doors dramatically and display other instructions. This is done by having toggleable doors with the name of "gamestartedstatus" (target fires with a "toggle", not "on" or "off"). A typical configuration will have all ready room doors start open and with this name. The map can also have a door that seals off the marine start area (a dropship, or a ground extrance that an APC just drove through, etc.) from the rest of the map. This door can start closed and be named "gamestartedstatus" as well. When the game starts, the ready room doors will close and marine door will open, letting them into the main area. This allows the aliens some extra time to get situated and possibly to lay traps or build emplacements before the marines arrive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I must have missed the gamestartedstatus event when I did my paragraph-by-paragraph check to make sure everything was ported to the new format--it's pretty important, and I know that people have been looking for a round indication trigger. My apologies, and I'll get the update to the Guidelines done in the next 48 hours.
The "gamestartedstatus" targetname is fired at the start and end of every round. The second paragraph of the Mapping Guidelines version 1.2d section "The ready room and the (almost) absence of menus" reads as follows:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The ready room should be an unconnected area of the main map, but make it far enough away from the main game area so ambient sounds from one area aren't heard in the other. There should be at least ten info_player_start entities, as all the players on the server could spawn in here at once. Make the room dramatic and make the routes to each door an inviting choice. Maybe an animated hologram of a marine or an alien inviting players to their doors will get people into the mood of your map. Use animated lights on runways leading to the doors, spawn point facing and other factors and railings to lead players out of the ready room into the game. Try making the spectator door up a small stairway to a balcony that implies the height needed to adequately watch the game in progress. Have klaxons going off at the beginning of the round for dramatic tension. When a game that can't be late-joined has started, use the entities below to close the appropriate doors dramatically and display other instructions. This is done by having toggleable doors with the name of "gamestartedstatus" (target fires with a "toggle", not "on" or "off"). A typical configuration will have all ready room doors start open and with this name. The map can also have a door that seals off the marine start area (a dropship, or a ground extrance that an APC just drove through, etc.) from the rest of the map. This door can start closed and be named "gamestartedstatus" as well. When the game starts, the ready room doors will close and marine door will open, letting them into the main area. This allows the aliens some extra time to get situated and possibly to lay traps or build emplacements before the marines arrive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I must have missed the gamestartedstatus event when I did my paragraph-by-paragraph check to make sure everything was ported to the new format--it's pretty important, and I know that people have been looking for a round indication trigger. My apologies, and I'll get the update to the Guidelines done in the next 48 hours.
Comments
there's f4, but still... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Also uffo, if the door shuts behind the player and he can't get back into the main RR bit, then he can just keep walking and join a team. Shutting the door would only stop a player from reaching the join team portal, it wouldn't actually make the portal shut off, so if he could somehow still reach it (ie no_clip hax or something, or a bug in the game makes the door open again) then he could still join.
Unfortunately as long as the jointeamone and jointeamtwo commands are still usable when sv_cheats is off, you'll never REALLY be able to stop people joining the team they want... (say for instance you shut off the main team join doors, and set off a timer that would open some other doors elsewhere after a minute, ppl using the commands could join at any time, door or no door).
and everybody don't know the console commands
The quote is taken verbatim from the old version of the Mapping Guidelines from 05/14/02... 32 is the current standard and the number given in the current version.
--Scythe--