ok i got a few questions
1. What are the auto turrets in hoth hunt called (they are the chainguns that sit on the tripod and shoot at the wampas automatically)
2. is there a code to stop the enemy from spawning for a set amount of time ( im trying to make a wave of enemies appear and then give you some time to repair all your walls and turrets before the next wave comes.)
3. is there a code so that certain classes are not allowed to spawn (like say i only wanted stormies to spawn but later on i want assualt troopers to be allowed to spawn as well)
a few questions
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- destos
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jedimoose32
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Re: a few questions
To answer #3:
I believe you add a lua function that uses the AddUnitClass effect after a timer expires or after the attacking team's score reaches a certain value.
EDIT:
Add your function after this one (or inside, I can't remember):
And then your side should only have this:
and then,
EDIT 2:
To answer #2:
Same basic principle. Make a function so that when the defending team's score reaches a certain number, the attacking team's reinforcement count goes to 1. From my experience this disallows any spawning except for human spawning, and I don't know why. In the same function, start a timer. Then make another function. In this one, if the timer has expired the reinforcement value goes back to whatever you want.
I believe you add a lua function that uses the AddUnitClass effect after a timer expires or after the attacking team's score reaches a certain value.
EDIT:
Add your function after this one (or inside, I can't remember):
Code: Select all
function ScriptPostLoad() Code: Select all
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman")Code: Select all
rep = {
team = REP,
units = 20,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman",9, 25},
}To answer #2:
Same basic principle. Make a function so that when the defending team's score reaches a certain number, the attacking team's reinforcement count goes to 1. From my experience this disallows any spawning except for human spawning, and I don't know why. In the same function, start a timer. Then make another function. In this one, if the timer has expired the reinforcement value goes back to whatever you want.
- destos
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Re: a few questions
i got one last question now that i think of it...
if i where to copy the assault mode ai goals ( so that they only hunt for enemies instead of trying to capture command posts) would that work?
if i where to copy the assault mode ai goals ( so that they only hunt for enemies instead of trying to capture command posts) would that work?
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jedimoose32
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Re: a few questions
It should, just make sure you reference "ObjectiveTDM.lua" in the beginning of your world's lua. Just underneath "ObjectiveConquest.lua" and "setup_teams.lua".
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AQT
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Re: a few questions
Those turrets are called "tur_bldg_chaingun_tripod".destos wrote:1. What are the auto turrets in hoth hunt called (they are the chainguns that sit on the tripod and shoot at the wampas automatically)
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jedimoose32
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Re: a few questions
Correct, and they belong to a side, not a world, just to clarify.AQT wrote:Those turrets are called "tur_bldg_chaingun_tripod".destos wrote:1. What are the auto turrets in hoth hunt called (they are the chainguns that sit on the tripod and shoot at the wampas automatically)
Hope that this topic has helped you. I can't wait for this map to show its face here on Gametoast!
- FelixXxX
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Re: a few questions
Assault mode ai goals
AddAIGoal(ATT, "Deathmatch", 100)
AddAIGoal(DEF, "Deathmatch", 100)
put that in instead of the conquest ones
AddAIGoal(ATT, "Deathmatch", 100)
AddAIGoal(DEF, "Deathmatch", 100)
put that in instead of the conquest ones
