
rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Apr 6, 2011 06:15 AM
Msg. 1 of 8
I am working on a new map that will use that points script as well as waves. Once I get it figured out, I'll send it to you if you still need it.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Apr 6, 2011 06:58 PM
Msg. 2 of 8
No problem. Although it may be a little while because I still have a long to-do list for this map.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Apr 6, 2011 07:22 PM
Msg. 3 of 8
Actually I got the mystery box working: http://www.xfire.com/video/4464f1/ (Video is really dark for some reason) I still need to fix a few bugs with it, but once I do, you can use it if you want.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Apr 7, 2011 04:48 PM
Msg. 4 of 8
I would appreciate that because I cannot seem to figure out where the problem is.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 7, 2011 05:10 PM
Msg. 5 of 8
Create a new unicode string list and reference it in the scenario with Guerilla where it says custom object names.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 8, 2011 01:44 AM
Msg. 6 of 8
An example of a points script, where my ai encounter is named "enemy" with 10 actors:
(global short points 0)
(script continuous point_setting (hud_set_timer_time 0 points) (pause_hud_timer true) )
(script dormant enemy_scoring (sleep_until (<= (ai_living_count enemy) 9)) (set points (+ points 1)) (sleep_until (<= (ai_living_count enemy) 8)) etc. )
(script startup enemy_placement (ai_place enemy) (wake enemy_scoring) )
That would be about the way to do it, you'd have a small script to score each encounter when the main wave control script went on to that encounter. Edited by The Cereal Killer on Apr 8, 2011 at 12:30 PM Edited by The Cereal Killer on Apr 10, 2011 at 02:21 AM
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Apr 8, 2011 07:16 AM
Msg. 7 of 8
http://www.youtube.com/watch?v=C4MAdb5idYgI made this some time ago; basically its a system where you kill as many grunts as possible within a certain time and at the end of it your HUD would display the number of grunts killed. Essentially, as many others probably would have pointed out, you need a separate encounter or squad for each individual AI, then have a control script that adds 1 to a variable every time an AI is detected dead and respawns it; at the end of the game the variable is displayed by a corresponding HUD message.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 8, 2011 12:31 PM
Msg. 8 of 8
Apologies, I left out a command, it's been updated.
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