changing map layout between rounds
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Re: changing map layout between rounds
Posted by Gambino on Wed Oct 25th at 9:15pm 2006


I need some help with an idea. I would like to understand how to alternate the CT and T spawn points on a map between rounds.
Any help will be appreciated.




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Re: changing map layout between rounds
Posted by Warren on Fri Oct 27th at 8:13pm 2006


This isn't any help to you, but I thought the title to this thread was a briliant idea. I imagine what you want to do will require some scripting, and I bet the exact same scripting could allow you to change actual map geometry between rounds.

Have a group of brushes and entities toggle off and another group on.

Either way I can tell you, you should look into scripting and programming tutorials on the Valve Dev Community:

http://developer.valvesoftware.com/wiki/Category:Programming




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Re: changing map layout between rounds
Posted by Gambino on Sat Oct 28th at 5:46am 2006


I am able to teleport the CT spawns to a point_teleport entity, but not alter it on map spawn.

Can someone tell me how I could use the proper entities to do a 1 or 0 arrangment? I would like the CT's to get pulled to the point_teleport entity on every other spawn event. I tried a math counter and a logic_auto but it does not appear to be fuctioning the way I thought it should.

Here is what I have

Logic_auto
:Target math_counter
add
1

Logic_math
min 0
max 2
onhitmax --- target logic_relay -- activate
onhitmin ---- target logic_relaty --- deactivate
onhitmax -- target logic_relaty --- set math_counter 0 delay 4secs
<html><head><link

Logic_relay
onmapspawn --- target point_teletport --- teleport

d><body topmargin=2 leftmargin=2>




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Re: changing map layout between rounds
Posted by Campaignjunkie on Sat Oct 28th at 8:57pm 2006


To my knowledge, all the entities are reset with each round, so your math_counter is probably staying at 1. I'm not really sure how you can store data between rounds in the map itself, sorry.




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