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PL cart after cp captures

Discussion in 'Mapping Questions & Discussion' started by /\rch /\ngel, Jul 3, 2008.

  1. /\rch /\ngel

    /\rch /\ngel L1: Registered

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    Hello, I was wondering (maybe someone else already asked this question), would it be possible to make a PL cart that is only moveable after (x) number of cp's were locked?

    I have an interesting choice/plan for a map and this is pretty much the general game type I would like to have

    :thumbup:
     
  2. Tigger

    Tigger L2: Junior Member

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    Sure. Start with the player detect trigger on the payload disabled. Have the cps send an Add to a Math Counter entity. When the Math Counter reaches a Max value you set you have it send a trigger to the trigger entity on the payload to enable it. At that point you can move it.

    But I think you can only have either the CP hud or the Payload hud up per game. I don't know how you'd get around that.
     
    • Thanks Thanks x 1
  3. /\rch /\ngel

    /\rch /\ngel L1: Registered

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    Thanks. Well I figured about the HUD which wouldn't really be a problem for me. I was just going to keep the CP up that way everyone would know if they were locked that the PL cart is unlocked (it wouldnt be a very long path). Which leads to my next question:


    If I can get all the CPs locked, and start the PL timer, would it be possible to have a countdown timer? Say 5 minutes to get the PL cart to its destination, or everything resets? This wasn't part of the plan, but if its doable, it would be a big boost to gameplay IMO