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old Rush-mode in CS2D !

MapMakz0r
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Hey guys, I am making a new game mode for CS2D.
It's called "Rush" like in the Battlefield series.

Rush Explained:
Spoiler >


So there is one target, and if it explodes -> the map is growing and the Terrorists have to destroy the next target.

> First I need to know 2 things.
1.) Is there a possibility to move the spawns ? So that the CT's first spawn on the 1st sector of the map and if taget A explodes, that the CT's will spawn on the next sector of the map ?
- I tried it with "trigger_start" but it didnt work !

2.) When the terrorists activated the target, there is a countdown --- so the counter-terrorists need to stop the countown before the bomb is blowing up.
The countdown is set in a loop of delays (1secs).
Now i need a button for the CT's which stops the loop and restore the taget A.
- I tried also with "trigger_start" but it also didnt work !

Thanks and have a nice day.

old Re: Rush-mode in CS2D !

Alistaire
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Too easy all of those questions. Both are possible.

You should think outside the box tho; make a breakable with idk how much health and an explosion.

old Re: Rush-mode in CS2D !

dENd
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1-
Schematic:
CT SPAWN - NAME ct1 -FIRST AREA (ALL CT S HAVE SAME NAME)
CT SPAWN - NAME ct2 SECOND AREA (ALL CT S HAVE SAME NAME)

trigger_use => TRIGGER ct1,ct2
trigger_start => TRIGGER ct2,ct3,ct4 ...
2-
Lua?

old Re: Rush-mode in CS2D !

Jela331
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Here's the tutorial for the CT spawn unlocking.

Place CT spawn in area 1, and CT spawn 2 in area 2

Trigger_start:

Name:
Trigger: CTspawn2

----------------------

Info_CT

Name:CTspawn1
Trigger:

----------------------

Make a trigger_move in one area and write this into it

Trigger_Move

Name:lol
Trigger:lol, CTspawn2, CTspawn1

----------------------

Put CT spawn 2 in some area and write:

Info_CT

Name: CTspawn2
Trigger:

----------------------

It should work.

old Re: Rush-mode in CS2D !

MapMakz0r
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Thanks, i will test it

--- but is the 1st CT still there after switching to area B ? Because I wanna have that the CTs only spawn in area B after Target A exploded
edited 1×, last 30.01.12 08:26:37 pm

old Re: Rush-mode in CS2D !

dENd
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user MapMakz0r has written
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trigger_use => TRIGGER ct1,ct2
trigger_start => TRIGGER ct2,ct3,ct4 ...


Thanks, i will test it


you should place a trigger_once in there or trigger the trigger

trigger_use = ct1
trigger_once = name=ct1 , trigger ctspawn1,ctspawn2
trigger_start = trigger ctspawn2

old Re: Rush-mode in CS2D !

Jela331
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user MapMakz0r has written
Thanks, i will test it

--- but is the 1st CT still there after switching to area B ? Because I wanna have that the CTs only spawn in area B after Target A exploded


Then put func_gameaction and put Kill all CTs (when target is blown up)

old Re: Rush-mode in CS2D !

MapMakz0r
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trigger_use = ct1
trigger_once = name=ct1 , trigger ctspawn1,ctspawn2
trigger_start = trigger ctspawn2


This works fine !

> But my 2nd question, is it possible to stop the loop of the countdown without lua?

old Re: Rush-mode in CS2D !

Alistaire
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Trigger_Start;
Trigger: 2, 3, 4

Trigger_Once
Name: S1
Trigger: 1, 2, T1

Trigger_Once
Name: S2
Trigger: 2, 3, T2

Trigger_Once
Name: S3
Trigger: 3, 4, T3

Trigger_Use
Name: T1
Trigger: S1

Trigger_Use
Name: T2
Trigger: S2

Trigger_Use
Name: T3
Trigger: S3

old Re: Rush-mode in CS2D !

MapMakz0r
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I made two buttons, one for the T's to plant the bomb and one for the CT's to defuse.

The CT button appears only if target is set.

1.) One terrorist presses the button.
2.) Then the CT button appears and a countdown starts.
3.) The CT's have like 20 secounds time to press their button.
4.) After pressing the CT Button, it needs 5 more secs to defuse ( would be great, if the ct neednt/couldnt move without stopping the defusing- but thats not so important)
5.) When the exploding counter is maybe at 10secs left and a CT presses the CT button, then after 5 seounds the countdown will stop and a message comes up "Target A sucsessfully defended"
-> Maybe I could send you guys the map so that u can take a look @ the loop and the rest ?
Would be great if you, Alistaire could add your things into my map and send it back

old Re: Rush-mode in CS2D !

VADemon
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I can help you with the script. I have BF3, btw

And the thing with spawns is very easy.

The 2nd thing with times isn't also hard. All you need is a simple button in the editor that triggers a lua function.

PM me when you're interested.

old Re: Rush-mode in CS2D !

Infinite Rain
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My script:
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ct_spawns = {
	[1] = [4, 5],
	[2] = [6, 7],
}

t_spawns = {
	[1] = [7, 8],
	[2] = [9, 10]
}

current_t_spawn = 1
current_ct_spawn = 1

function switch_t_spawns(spawnid)
	current_t_spawn = spawnid
end

function switch_ct_spawns(spawnid)
	current_ct_spawn = spawnid
end

addhook('spawn', '_spawn')
function _spawn(id)
	if player(id, 'team') == 1 then
		parse('setpos '.. id ..' '.. t_spawns[current_t_spawn][1] * 32 + 16 ..' '.. t_spawns[current_t_spawn][2] * 32 + 16)
	end
	if player(id, 'team') == 2 then
		parse('setpos '.. id ..' '.. ct_spawns[current_ct_spawn][1] * 32 + 16 ..' '.. ct_spawns[current_ct_spawn][2] * 32 + 16)
	end
end

switch current spawn via: switch_t_spawns(id)/switch_ct_spawns(id)

the argument "id" is the sigment of the table: ct_spawns/t_spawns

hope it will work

old Re: Rush-mode in CS2D !

VADemon
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Yea, I think also that with trigger->spawn point is easier.
I'll think about timers/buttons. But I don't like timers

old Re: Rush-mode in CS2D !

MapMakz0r
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The spawnpoints are not my problem, the timer is.. i will look for the "freetimer"

∗ The spawns are easily done in the editor and it works fine..

So I could need a script for the two buttons"plant" and "defuse" . Bomb explodes after 30secs, defusing needs 5secs --

When i work with lua, i could also do the function "tickets" like in Battlefield. So that every team has for example 100 tickets and if someone in the team dies, the team has only 99 tickets left..
> The team which hasnt any ticket left will lose
> Or if all targets are destroyed
• if necessary I will only make a round time but that wouldnt be so great I think :S

old Re: Rush-mode in CS2D !

MapMakz0r
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Bomb should explode earlier since T has to detonate multiple m-com stations.


Yes you are right, maybe 15 or 20 secounds
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