Digital Paint Discussion Board
Paintball 2: The Game => Paintball 2 Discussion => Topic started by: FourthX on November 26, 2003, 02:46:41 PM
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1. Allow "flagcapendsround = 1" to be embedded in worldspawn.
2. Re start ents like trigger_once and func_breakable between rds. Maybe with another worldspawn tag "refreshents = 1" or somesuch.
3. Utilize the "team" attribute in info_player_deathmatch to allow shifting start points. (I had an idea for this for a map with 4-5 different fields and one of them gets played each round). This could also be used for things like flags to put them in different places :)
FTX
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Good ideas!
If you're gonna be doing game library updates you could look into fixing the disappearing item ents - like when you put a gun into a kill zone, like on crate factory where cocker will stop spawning after someone "gids rid of it".
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Yeah some ents will be destroyed in that situation and some won't (like a flag)
FTX
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You can apply the flagcapendsround to flags and/or bases. This makes it more customizeable, since you may want to make the one-flag mode end on a flag cap, but not with 2-flags.
As for "getting rid" of things, hm -- perhaps I could just make them instantly respawn. I think the way it's set up, entities are never actually removed or created, just relocated (while that could be changed, I don't feel like doing massive restructuring of the code -- usually means lots of bugs pop up).
Hm, yeah -- trigger once's should be reset (or maybe a new entity created in case you want to really have something only triggered once ever).
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oooo I didn't know that about flags and bases....
question: can flags or bases trigger other ents?
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I don't know, actually. They are a trigger_multiple (the bases), so maybe.
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hmm ok, I'll throw a quick map together later and just try it out.
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im confused, arent "ents" those big trees from lord of the rings?
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Yes, but in this case it's short for "entities."
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lol...