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Thread: obj/obj_team4 to FFA convert probelm. Bridge showing two Models

  1. #1
    Junior Member
    Join Date
    Jul 2020
    Location
    Germany
    Posts
    17

    Default obj/obj_team4 to FFA convert probelm. Bridge showing two Models

    Hey again !

    After i converted OBJ Maps obj_team 1 obj_team2 and obj_team3 to FFA successfully i struggle with obj_team4.
    The Bridge is showing me the destroyed Part and the non destroyed Part after converted to FFA.
    See this Screenshots:

    photo_2020-08-01_10-19-54.jpg photo_2020-07-31_21-52-49.jpg photo_2020-07-31_21-52-49 (2).jpg

    This is my Script:

    Code:
      setcvar "g_gametype" "1"
      setcvar "g_gametypestring" "Free-For-All"
      setcvar "level.clockside" "kills" 
    
    // SERVER MESSAGES
      waitexec maps/servermessage.scr::message
      
      //FFA SPAWN POINTS
    
      local.deathmatch = spawn info_player_deathmatch origin "-3288 3197 314.22" angle 64
      local.deathmatch = spawn info_player_deathmatch origin "-4437 3020 286.72" angle 110
      local.deathmatch = spawn info_player_deathmatch origin "-1419 3894 236.13" angle 84
      local.deathmatch = spawn info_player_deathmatch origin "-1443 3910 236.3" angle 90
      local.deathmatch = spawn info_player_deathmatch origin "442 3894 324.13" angle -66
      local.deathmatch = spawn info_player_deathmatch origin "1291 3306 240.13" angle 176
      local.deathmatch = spawn info_player_deathmatch origin "1526 1948 184.13" angle 170
      local.deathmatch = spawn info_player_deathmatch origin "-380 2085 240.13" angle -10
      local.deathmatch = spawn info_player_deathmatch origin "1155 1470 240.13" angle 166
      local.deathmatch = spawn info_player_deathmatch origin "1535 1226 240.13" angle 174
      local.deathmatch = spawn info_player_deathmatch origin "962 1146 72.13" angle 176
      local.deathmatch = spawn info_player_deathmatch origin "-23 1707 16.13" angle 38
      local.deathmatch = spawn info_player_deathmatch origin "-5 4153 16.13" angle 177
      local.deathmatch = spawn info_player_deathmatch origin "335 2927 24.13" angle -177
      local.deathmatch = spawn info_player_deathmatch origin "708 3193 616.13" angle 120
      local.deathmatch = spawn info_player_deathmatch origin "872 -1303 248.13" angle 38
      local.deathmatch = spawn info_player_deathmatch origin "683 -1089 480.13" angle 128
      local.deathmatch = spawn info_player_deathmatch origin "1258 -805 192.13" angle -95
      local.deathmatch = spawn info_player_deathmatch origin "711 -2290 240.13" angle -130
      local.deathmatch = spawn info_player_deathmatch origin "-474 -1726 248.13" angle 25
      local.deathmatch = spawn info_player_deathmatch origin "-760 -2245 240.13" angle -43
      local.deathmatch = spawn info_player_deathmatch origin "-1047 -1174 240.13" angle -45
      local.deathmatch = spawn info_player_deathmatch origin "697 -803 56.13" angle 0
      
      
      level waittill prespawn
    
      //*** Precache Dm Stuff
      exec global/DMprecache.scr
    
      level.script = maps/obj/obj_team4.scr
      exec global/ambient.scr obj_team4
      
      thread global/exploder.scr::main
      thread global/minefield.scr::minefield_setup
      
      $spawn_allied1 enablespawn
      $spawn_allied2 enablespawn
      $spawn_allied3 enablespawn
      $spawn_allied4 enablespawn
    
      $spawn_axis1 enablespawn
      $spawn_axis2 enablespawn
      $spawn_axis3 enablespawn
      $spawn_axis4 enablespawn
      
      exec global/door_locked.scr::lock
    
      level waittill spawn
    
      //level.defusing_team = "allies"
      //level.planting_team = "kills"
      //level.bomb_damage = 300
      //level.bomb_explosion_radius = 1024
    
      end
    My idea behind the Maps is to play it in FFA with the option the player can fuse / defuse the Bomb and destroy the Bridge.
    I saw this feature on Anubis Server and i like it so much i wanted to have on my own Server too.
    Try to talk with Xavier in Discord about, but no Answers.

    So you Guys are my last Hope for this Problem.

    Thank you !

    -Ralf / The Fox
    Last edited by The Fox; August 3rd, 2020 at 02:16 AM.

  2. #2

    Default

    Code:
    thread global/exploder.scr::main
    make it. The exploder script calls to make the chunks after explosion is done.
    Code:
    //thread global/exploder.scr::main

  3. #3
    Junior Member
    Join Date
    Jul 2020
    Location
    Germany
    Posts
    17

    Default

    Thank you !
    I had the same idea but its not working. I have still all the chunks there.

    I´ve just found a "Converting an objective map to Deathmatch" workaround by The Rjukan Project. I´m hoping there will be some Infos in there.

    Have a nice day !

    EDIT Aug 3 2020: Found a working solution from the Rjukan Project Guy !
    Now it´s working but the FFA Player can´t fuse / defuse the two Bombs.
    Hopefully i find a solution for this.

    If i´m success with this i will publish it in the Tutorial Tab.

    Greetings
    Last edited by The Fox; August 3rd, 2020 at 02:09 AM.

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