I came up with this question yesterday when playing on the hardmaps TR2 server. The objective was to distroy 2 enemy helicopters at the last waypoint. However as soon as we got there, 2 'team' mates jumped into those 2 helis and flyed away so we could not finish the last objective of the game. Luckly 1 of them came back and when he left the heli I took it and crashed it into a tree (since friendly fire is off blowing the heli didn't work anymore). However, guy number 2 went far away with our last remaining objective and it didn't seem he was planning to distroy the heli I took our one of our own black hawks and followed him all around the map, tried to crash into him in order to end the map but he escaped me each time. The map took forever because this guy was simply point hunting by killing any remaining (or respawning) enemy using our last objective
So my question after this map was: is it possible to avoid peole flying in helicopters that need to be distroyed to complete the map? Or in case that is not possible, does anyone has a WAC script to blow up those helis about 30 seconds after someone starts flying away with it? Because it really can take forever if somebody doesn't read the objectives and doesn't listen when people say he needs to crash it.
thank you for the info but we need the name of the map and the two players name so we can lookout for them and if you have anymore problems with maps or players please post it in the hardmap game server or the pita forms for the players
Joined: Tue Dec 30 2003 Location: Lincolnshire England Posts: 2080
That is totally possible, you can disable any vehicle so that no-one can drive them or set them so they blow if a player is on them, I guess it wasnt a map made by HmS - Shad and I dont like you having our vehicles
Joined: Sat Dec 20 2003 Location: Ontario, Canada Posts: 2646
And unfortunately if we don't get the map makers permission we can't change the map ourselves.
But as Hardazz stated, please keep tabs on the names of the offenders. If we get another report on the same guys from another sourse we will track them down and ban them.
It was the map HmS High Velocity TR, to bad I can't remember the names of the people who were flying in the helis. Anyway, this map is a good map to see how many people actually read the objectives and waypoints. The last waypoint (with these helis that need to be distroyed) is far away from the rest of the map so you won't see it on your spinmap. Lots of people stay behind because they don't see the last objective on their map and don't use waypoints. Same happens in HmS Freedom TR, many people can't find the last waypoints here because it's to far away and they don't use the waypoints.
Anyway I'm making a map myself and I don't want people to fly away with the objective. I found out how to make it explode. It's nice because the person who tried to fly in it also dies, however it does distroy the heli and trying to fly the heli will complete the objective. So I prefer to make it impossible to get in the heli at all. I tried the disablessn command I saw in one of the sticky posts, but you could still get into the heli, it just made it impossible to fly with it. But since you can get in, the heli gets yours and you can no longer blow it with friendly fire turned off. And since the heli didn't move, it doesn't explode by itself after some time. No chance to crash it either since it won't move. So that makes it impossible to finish the map if someone tries to fly in it.
So is there a way to fully disable somebody getting in? Or if not, is it possible to give the heli back to the rebel team after the person got out so you can blow it again? If not I'll have to do the exploding trick, but I prefer you either have to shoot or blow it in order to complete the objective.
Place a small radio or something right by the heli, make a wac script with when radio dead blow up heli. Or maybe a generator instead of the radio. Blow the genreator and the heli exlodes ecen if someone has taken it.
Thanks, works perfectly I didn't use a radio btw, but placed a comminication dish upside down under the ground below the heli so you can't see it. Now you can sathel the hidden com dish and it will blow the heli, even if someone is inside and friendly fire is off.
obviously replace the x with ssn number of your hellos
ploop if ssnalive(x) and ssnnearssn(player,x,5) and then v223 = 1 endif if ssnalive(xx) and ssnnearssn(player,xx,5) and then v223 = 1 endif if ssnalive(xxx) and ssnnearssn(player,xxx,5) and then v223 = 1 endif if ssnalive(xxxx) and ssnnearssn(player,xxxx,5) and then v223 = 1 endif end
if ssnalive(x) and ssnride(x) and then ssnwave(x,"ampv428.wav",25) inc v222 killssn(x) endif if ssnalive(xx) and ssnride(xx) and then ssnwave(xx,"ampv428.wav",25) inc v222 killssn(xx) endif if ssnalive(xxx) and ssnride(xxx) and then ssnwave(xxx,"ampv428.wav",25) inc v222 killssn(xxx) endif if ssnalive(xxxx) and ssnride(xxxx) and then ssnwave(xxxx,"ampv428.wav",25) inc v222 killssn(xxxx) endif
//--------- 4 messages for booby traps ------------- if eq (v222,1) and never then text "Dang! this hello was booby trapped" endif if eq (v222,2) and never then text "Dang! this hello was booby trapped also" endif if eq (v222,3) and never then text "Dang! they all must be booby trapped" endif if eq (v222,4) and never then text "I told you they were all booby trapped" endif
//---------------tells player to blow hello ------------
if eq (v223,1) then consol "This helo must be blown" v223 = 0 endif
This warns players that are 5 metres from the hello that it must be blown up. There are 4 different messages that tell the player thehello was booby trapped, using a variable it doesnt matter which hello the player goes too first
Joined: Mon May 01 2006 Location: Lincoln, England Posts: 149
*HmS*Trevor wrote ...
That is totally possible, you can disable any vehicle so that no-one can drive them or set them so they blow if a player is on them, I guess it wasnt a map made by HmS - Shad and I dont like you having our vehicles
tahts true trev, you and shad like near endless enemies and some strange reason birds that can shot 50 cal gun
Joined: Mon Mar 29 2004 Location: Georgia, USA Posts: 1700
Hmm.... HARDMAPS pretty much says it all. Think there's too much moaning about the maps being too hard going on around here these days... The maps are hard, that's it. Expect it and deal with it, because that's the way we like them.
HARDMAPS and *HmS* - better bring your bullet proof panties!!! You are gonna need 'em...
Joined: Mon May 01 2006 Location: Lincoln, England Posts: 149
i'm not moaning about the maps being hard on joint operations Quick. On the other hand some of the maps could be made a bit harder as some are a bit to easy
*HmS*Quick wrote ... Think there's too much moaning about the maps being too hard going on around here these days... The maps are hard, that's it.
I'm not goint to moan over them being hard, actually I wish they were even harder. Some of the maps can be finished as single player without dying more then you would in multiplayer, like Fortress Assault and Return to Base. So feel free to make them even harder, in some maps when there are like 12 players it goes so fast. If you are a rifleman and have to sathel a com dish you can never reach your team again because they already reached the finish before you can sathel 4 communication dishes at the first waypoint.
I like having more BTRs patrolling around, if maps are harder players might stick more together as a team because they won't survive otherwise. So continue making it harder, people who don't like hard maps should not come to the hardmaps server
Joined: Mon Mar 29 2004 Location: Georgia, USA Posts: 1700
We hear moaning all the time that the maps are too hard, trickster. It's not just what you said. We hear it ALL THE TIME!! Paricularly, there has been alot of whining and moaning this month, and no I'm not directing that to posts on our website. You should see some of the whining moaning emails that we get complaining that the maps are just too hard, the servers are lagging, it seems like it's one long complaint after another.
As to some being too easy, well I guess we just can't win. I think our mapmakers do a really nice job of giving us a mix of maps. Some that play really well, laid out well, and without too many respawners, then they will give us in the next map a trenched in situation where you have to fight wave upon wave of bgs. Not all maps will be everyone's favorite, but our mapmakers try really hard and put lots of thought into trying to provide a diverse product that most will enjoy. In any of these maps, if you stick together and work as a team, you will enjoy yourself more. I find that even in the maps that I hate to see come up in the rotation, if I play with my m8ies they go just fine. A little frustrating at times, but still fun!!
Now, we've gotten off topic . Let's leave the discussion here to the mapmakers.
The maps i make can be done solo time range from one hour to three i test all solo before squad test as for endless spawners their not with xmed you can reuse bgs shot earlier by sending to holding point then split into groups and send in as each one destroyed to waypoint set out all over map keeps point hunters or flag jumpers in check.doing tests on new tactic with removeable death zones to lock map up in areas so no one moves ahead until goal met stray in and space bar time.as for target vehicles going blue most maps have them linked to next goal screen message will show if on so they go when next goal complete used in foot patrol as back up earlier maps made with old med had limited actions we could use for back up been going through most and rebuilding in xmed to update and make target vehicles unreachable.As quick stated you get a mix of all map types the key word is team play cover each others back and the maps run fine .