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Old 09-02-2005, 12:51 PM   #1
TheSage
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Hey People

Having only just gotten into mapping for AS (actually, this is only my second complete map..), ive run into a few problems, which im sure are pretty simple, but i just cant work out, or find answers to.

Firstly, i cant work out how to force players to respawn once a new spawn becomes active.

Secondly, how do you deactivate a vehicle (tank to be precise) vehicle factory, and activate another?

If you could help me, I'd be very greatful

TheSage
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Old 09-02-2005, 01:32 PM   #2
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for the player spawns, im not 100% sure this will work, but it should.

go into your actor browser.

click Navigation Points

go down to Small Navigation Points

click Player Starts

then add TriggeredPlayerStart

make the event tag on the triggered player starts the same as the event tag on the objective before the player spawn switch.


about the vehicles, i dont know how to do that. maybe MA or Blade knows how.
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Old 09-02-2005, 02:41 PM   #3
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Quote:
Originally Posted by TheSage
Firstly, i cant work out how to force players to respawn once a new spawn becomes active.
I've never "forced" players to respawn, but I think Kyle's nailed it. Give it a try.

Quote:
Originally Posted by TheSage
Secondly, how do you deactivate a vehicle (tank to be precise) vehicle factory, and activate another?
This one is easy, simply give the vehicle a unique tag.
properties > Events > Tag = HeyYou

Now, when you set up your PlayerSpawnManagers, in the one that will "remove" the previous vehicle(s), ie: in Ballx the Raptor's in the big room should have been removed once the attackers reach the Levi.... but I didn't know how to do this at the time. Anyway, within the proper PSM properties, there's a field
Properties > PlayerSpawnManager > DisableVehicleFactoriesTag =
here is where you enter the unique tag you set to the VehicleFactory.

To create (spawn vehicles) at the next point involves creating a script. It's actually pretty easy though, it's mostly done through the use of tags. I'll try to help you understand this, but depending on how much you already know and how well I can explain it...... I'm sending you a semi-decent tut I once wrote for Arsenic. Check your email.
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Old 09-02-2005, 02:45 PM   #4
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Thank you Kyle + Storm
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Old 09-02-2005, 06:53 PM   #5
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for forcing people to spawn once a new spawn point is open, ala SkyRace. I belive there is a trigger called ASForcePlayerSpawn (or ASForePlayerRespawn) but im not sure. Open up SkyRace and check it out because its used in there.
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Old 09-02-2005, 07:39 PM   #6
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It might also be in AS-Muthafuckaship err AS-MotherShip, when attackers land
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Old 09-02-2005, 08:00 PM   #7
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I used ForcePlayerSpawn in Road Rage. Its pretty easy. Locate it in a scripted trigger.
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Old 09-03-2005, 10:39 AM   #8
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Quote:
Originally Posted by Nodrak
for forcing people to spawn once a new spawn point is open, ala SkyRace. I belive there is a trigger called ASForcePlayerSpawn (or ASForePlayerRespawn) but im not sure. Open up SkyRace and check it out because its used in there.
Yeah, Skyrace uses an actor that forces the players to the next spawn about five seconds after the obj is hit.

Also try Mothership.
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Old 09-03-2005, 11:05 AM   #9
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yeah i used 1 for my new map. its just under triggers. just trigger it and both teams respawn. useful thing is you can use the same one over and over for any other objectives
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Old 09-03-2005, 02:18 PM   #10
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Wow, thank you everyone

Ive decided to not force the respawns. I think its best without them. The vehicles... well... i just cannot get that right. Hopefully, when thats the last thing that needs fixing, i will PM it to someone, if they wouldnt mind taking a look at the vehicles.

The Only thing that i need to ask now is: How do i make a priximety objective so that only the touch of a tank can activate it?

Once this is added and the vehicles are fixed, ill post it here as a beta, if you all wouldnt mind taking a look.

Thanks again

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Old 09-03-2005, 07:05 PM   #11
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What I did with AnotherRace was triggered the first set of vehicles, which makes them not spawn when they're destroyed, and spawned the next set of vehicles.

You can use a DESTROYACTOR trigger to manually destroy all the first vehicles and then a normal spawn trigger to spawn the next vehicles.

Maybe Storm, Nodrak, Grim and I can have a look at it.
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Old 09-03-2005, 07:34 PM   #12
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To make a ProxObj trigger only activate at the touch of a certain class......

This is theory, haven't actually tried it.

Place the ProxObj in the map, double click it to open it's Properties.

Down the list of it's settings, you'll see ProximityObjective, expand that.

Now you'll see "ConstraintPawnClass" =

Here is where you pick "what" class type will trigger the objective. If you can't find the correct one for "tank" set it as "ONSVehicle" and give it a try. If this works, then I'm right. Just use the class which pertains to the "Tank" I haven't tried this, only remembering from memory. I'll get you the correct class name if you can't find it.
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Old 09-03-2005, 10:21 PM   #13
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If Storm's idea doesnt work, then you can use a volume, with a team trigger. I made a volume have to be passed by a cicada before. Check the final obj on Junkyard, or the final Obj on AS-Omnip)o(tent. Or The "Land in the Docking Bay" obj on MS.
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Old 09-05-2005, 08:56 AM   #14
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Thanks everyone for all the help.

Ive now got my last objective in (using Storms method), and have fixed my vehicles (looked at AS-Junkyard).

And now i have a beta of it

Its nothing fancy, and could do with a little polish, but im happy with it so far, considering its my first AS map. Could you please just give it a glance and see what you think of it? And please post any improvements/bugs.

Thanks

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Old 09-05-2005, 11:04 AM   #15
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ace! this seems like one of those little funmaps that always get played cos theyre so quick and action filled, and often uber spammy. hopefully also no lag. its not the best looking map but i bet it will be fun on server. could probably be made to look better without losing too much fps cos the optimisation's good. not much i would change tho. a few texture alignments could be done outside, maybe spawn the sentinels outside after the barrier is destroyed, as they were trying to shoot me through it. also the use optional objective i didnt notice was there till the 2nd time i play it. i prefer touch or holds, as you can see them better and trigger them easier. i personally love lil maps like this theyre short n sweet. wouldnt be too hard to bot path tho... :gg:
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