Siege Map

GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
<div class="IPBDescription">help with the setup</div> Hi,

Can any of you help me with the setup for a siege style map, like how to triger the events, and some idea of how it works. If you could i would be greatful.

Thx! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • cyNickalcyNickal Join Date: 2003-10-14 Member: 21677Members
    a siege style map?...
    is this a map that encorporates the siege gun
    or is it a map that is based on the CS map cs_siege?

    What exactly do you mean "trigger the events"? Events to what?

    Yours Puzzled,
    cyN.
  • pr0j3ktilepr0j3ktile Join Date: 2003-09-14 Member: 20859Members
    it incorporates the siege gun. Basically its a fun map cyn ;(
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    Thanks to I0xox0I I know how, but to answer the question about the map style. It consists of each team having lots of res and not being able to attack for 5-7 min, then after that time a door opens lettings the teams battle it out for a fearce 8-12 more min untell another door opens letting the reans into an are were they can directly siege the alian hives.

    As for what I0xox0I said here it is:
    <!--QuoteBegin--I0xox0I+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (I0xox0I)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Create a trigger_random point entity and place it somewhere. Then add in these properties with smart edit mode off:

    minfiretime <time to fire>
    maxfiretime <time to fire>
    wait -1
    myTarget value <---what to trigger on map start and on every "round"

    Also make sure that the "Start on" flag is checked and nothing else.

    <time to fire> is the actual amount of time in seconds for the target to be triggered, minfiretime and maxfiretime must be the same or you will get a random number in between.

    Setting wait to -1 tells it to only do this once.

    The value for myTarget can be left as value, it doesn't matter. myTarget is the target you want triggered after the <time to fire> has passed.

    A few tidbits of information for trigger_random:

    It will fire on map start, on every new round, and when the round is over as well. NS does not have an entity that will allow targeting on a new round so using trigger_random is about as close as you can get.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    Could you make a quick example on the door that is set on a random delay?

    I would be interested on how you do this...

    I tried using .. trigger_random -> game_text

    to show text at the beggining of the round, but it doesnt seem to fire right..
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    nevermind i got this info from another thread =)
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    geek(_!_): you can also use a multimanager named gamestartedstatus it will fire at teh begining of every round.
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