Is it possible to make it so there is like 8 laser on the sides of omaha beach(4 on each side so they are going up and and space away from each other a little ways?) For MOHAAS, so like red lasers go from down from the water to the hill... and can so when you touch the lasers you will die, I see too many glitchers on my server.
Also, how do you make it so when the allies spawn on omaha beach, they don't get spawned to the original spawning points, they get spawned in boats. Then when there is two people in a boat the boat moves to the shore and drops the people and then the boat just respawns back to the original spot the boat was... and have like 3 boats. I have seen this on a server once too.
Yes it's possible for an experienced modder but it's a lot of work . Good luck with that I hope you do it .
Theres a thread here somewhere with lasers that move
You would have to spawn a boat and its door and make clips that fit and bind them all together, add some spawn points that are targetnamed, add a trigger that threads to a drive thread and at the end of its drive rotate the door and its clip down.
The spawns should also thread to something like a spawn updater eg ...
$boatspawn1 thread blah
end
blah:
while (1)
{
$boatspawn1.origin = $higgy.origin + (0 0 10)
wait 1
}
end
The reason i did that is because i couldnt get a spawnpoint to glue to anything, this way works and will spawn as many players as you can fit in the boat unless someone is standing over the spawnpoint.
Good luck
i did this a while ago & exactly what you have asked for too .
some problems you will find ! are the beams are only visible from the end side your looking from .
so to fix it , you must run 1 beam up the beach and then turn the next beam round and run it exactly over the top of the first beam or peeps will not see them at certain points .
i also used a beam that went though the floors and walls so it did not stop at the wire and humps in the ground .
should still have it somewhere , i will look and see if its around somewhere for you .
Okay thanks, I will try to do what cobra has adviced me to do.
I released a single player conversion of Omaha (M3l1a?) its in the mod files section with all the other sp maps, it has the thread that updates the spawns if you need to see how it worked, youll need to use sv_showbboxes 4 to show the clips too id say.
That would be a very good mod if you manage to make it
What, I didn't see anything?
boatspawns:
spawn info_player_allied "origin" "$higgins1_playerspot" "angle" "90" "targetname" "A1"
spawn info_player_allied "origin" "$higgins1_ranger1_spot" "angle" "170" "targetname" "A2"
spawn info_player_allied "origin" "$higgins1_ranger2_spot" "angle" "178" "targetname" "A3"
spawn info_player_allied "origin" "$higgins1_ranger6_spot" "angle" "-165" "targetname" "A4"
spawn info_player_allied "origin" "$higgins1_ranger7_spot" "angle" "-138" "targetname" "A5"
thread spawnupdater
end
spawnupdater:
while (1)
{
$A1.origin = $higgins1_playerspot.origin + ( 0 0 10 )
$A2.origin = $higgins1_ranger1_spot.origin + ( 0 0 10 )
$A3.origin = $higgins1_ranger2_spot.origin + ( 0 0 10 )
$A4.origin = $higgins1_ranger6_spot.origin + ( 0 0 10 )
$A5.origin = $higgins1_ranger7_spot.origin + ( 0 0 10 )
$A6.origin = $higgins1_ranger5_spot.origin + ( 0 0 10 )
waitframe
}
end
In this case, i used some script origins from the sp map that were on the boat, so in your case you can add script_origins to your higgins and glue or bind them to the boat and do similar to the above to keep the spawns close to the script_origins as its moving.
Yeah, it works, but I want the boats for obj/obj_team3, omaha beach not mission and I want the boats to move up all the way to the beach's shore...
ok np

.
Then obviously you need to spawn the same models in Omaha
lol, I tried it already on omaha beach, it took away the water and half the beach rofl...