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Hello.
So I've been searching on a dynamic map changing. But I seem not to find one. Well I found a tutorial about the static map changing, meaning that you have to add extra codes and waste your time. But I want to learn on how to actually make a dynamic map changing. I know it is complex. But can you provide me something that I can learn of easily? I know it depends on the gamemode I'm going to use, but can you give me an example of it?
Thanks for your attention.
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You can use a MySQL database and load them from there.
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The definition "Dynamic map changing" is really ambigous. What do you mean by that? Explain exactly what you're trying to do.
If you mean an in game object editor, there are many. If you mean a destroyable world then that would be really hard to do if not impossible.
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You could do this even with text files... it's not very hard to do at all. It would require a lot of loading and assigning though.
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By dynamic map changing, suppose we need to create a lot of maps (or mode if this what you mean) where it stores like HumanSpawn, ZombieSpawn, Checkpoint, Weather, etc.
I mean that we can easily add mode/map to a system that we already made so we don't have to actually go inside the gamemode script again. (something like /scriptfiles/maps/map1.ini).
Well, for example like the "Zombie Mod" gamemode created by Kitten. But, I can't easily learn from there.
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Last bump. (sorry)
Any one going to help me?
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I would also like to know how to do this, someone?
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Have it in different game modes?
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You could set a timer on the OnGameModeInit function and then when it reaches that timer you do your code, an example is.
pawn Код:
public OnGameModeInit();
{
SetTimer("Map1", 120000, true); // Chaning to the new mode in 2 minutes.
return 1;
}
(inside the timer)
pawn Код:
forward Map1();
public Map1()
{
SendRconCommand(gamemodetext whatever); // Changing the mode name to whatever or you're new mode name.
for (new i= 0; i< MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i))
{
SetPlayerPos(i, coords, coords, coords); // Setting all the players coordinates to the new mode location.
}
}
return 1;
}