[DECORATE] Red/Blue spawn for TDM
- doomista
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[DECORATE] Red/Blue spawn for TDM
Hi,
Is it possible to have teams defined in teaminfo bound to blue/red spawns with ids 5080 and 5081? How?
And would it then be usable in TDM?
Thanks
Is it possible to have teams defined in teaminfo bound to blue/red spawns with ids 5080 and 5081? How?
And would it then be usable in TDM?
Thanks
- SwordGrunt
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[DECORATE] Re: Red/Blue spawn for TDM
Sure, one of the properties in TEAMINFO is PlayerStartThingNumber.
http://zdoom.org/wiki/TEAMINFO
http://zdoom.org/wiki/TEAMINFO
Spoiler: zandronum.pk3/TEAMINFO.txt (Open)You can clearteams and define two teams in whichever way you want using PlayerStartThingNumber 5080 on one (blue start) and 5081 on the other (red start)
- doomista
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[DECORATE] Re: Red/Blue spawn for TDM
Thanks a lot, I totally overlooked the PlayerStartThingNumberSwordGrunt wrote:Sure, one of the properties in TEAMINFO is PlayerStartThingNumber.
http://zdoom.org/wiki/TEAMINFO
Spoiler: zandronum.pk3/TEAMINFO.txt (Open)You can clearteams and define two teams in whichever way you want using PlayerStartThingNumber 5080 on one (blue start) and 5081 on the other (red start)
One more question though. How are team points actually managed? I mean, is there some global variable: Team1Score, Team2Score, or is score determined as the sum of all players on the team? And can I access and change these variables from a script?
To be clear, I am learning decorate and the ACS right now and I want to remake the Assault gamemode from UT1999. So far I have team definitions and generic items that have to be destroyed in order for Assaulters to win the map, in theory I can set the assaulters score after destroying the core, but if assaulters fail to do their job, I need to tell the game that Defenders won. Technically it's the last bit to be done and I am literally struggling to find any valid entry on this topic on the wiki.
- SwordGrunt
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[DECORATE] Re: Red/Blue spawn for TDM
These two functions should help you a lot:
http://wiki.zandronum.com/GetTeamProperty
http://zdoom.org/wiki/Team_Score
http://wiki.zandronum.com/GetTeamProperty
http://zdoom.org/wiki/Team_Score
- doomista
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[DECORATE] Re: Red/Blue spawn for TDM
Wow, you're the best! They already helped a lot, though I need a newer ACC (at least new zdefs) because I don't have TPROP_Score defined and I still haven't guessed it's int ID. And I also need to come up with the solution how to make killer of the object the activator of some script.SwordGrunt wrote:These two functions should help you a lot:
http://wiki.zandronum.com/GetTeamProperty
http://zdoom.org/wiki/Team_Score
- SwordGrunt
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[DECORATE] Re: Red/Blue spawn for TDM
If your object is shootable (I don't think it has to be a monster, but it might), use A_GiveToTarget to give a custom inventory item that activates said script.
I haven't dabbled with that in a while so I don't know but the Zandronum wiki should have the latest ACC you need... pretty sure I read something about that when browsing the functions.
I haven't dabbled with that in a while so I don't know but the Zandronum wiki should have the latest ACC you need... pretty sure I read something about that when browsing the functions.
- doomista
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[DECORATE] Re: Red/Blue spawn for TDM
Exactly what I needed, thanks a lot, you really helped a lot.SwordGrunt wrote:If your object is shootable (I don't think it has to be a monster, but it might), use A_GiveToTarget to give a custom inventory item that activates said script.
On the wiki I only found how to access new function, not constants, but nevermind, I've downloaded new ACC from zdoom home page and it's working nowSwordGrunt wrote:I haven't dabbled with that in a while so I don't know but the Zandronum wiki should have the latest ACC you need... pretty sure I read something about that when browsing the functions.