Para and normal spawns


Sly Assassin
06-09-2003, 01:40 AM
Is it possible to use a paras and normal soldiers on one map?

Heres the idea I got from a clan mate of my and I think its not a bad one.

1. Have the normal troops spawning on the beach and attacking as per usual.

2. Have Paras in behind the bunker area somewhere and moving toward the beach to link up with the beach assaulting troops.

There'd be various objectives to get and some that will be recapturable for the axis.

Now is it possible to do this?

Quakah
06-09-2003, 03:20 AM
it isn't

xerent
06-09-2003, 06:25 AM
You can change respawns for the teams, so allies could be normal and axis have only one respawn. You cannot change a team so that there are normal and para respawns in the same team.

Mythic_Kruger
06-09-2003, 07:30 AM
Take a look at your info_doddetect properties.

Sly Assassin
06-09-2003, 07:40 AM
Ok cheers for that guys, pity though about not being able to do something like that :( Would kinda be kewl going paras and trying to clear the way out for the boys coming in on the beach.

Glidias
06-09-2003, 07:43 AM
It all depends....simulatenously??? I'm not sure but i dun think so..

It's possible for 1st round to use one particular info_doddetect setting. 2nd round to use another info_doddetect setting.3rd round, etc. With that, you can have different weather and such. Maybe even use this in conjunction with multi_manager to perhaps randomise and have a chance of having it start to rain/snow on the later rounds.

Then again, i remembered testing out this skybox map. It worked like this: The first few sec, i respawned as para infinite respawns (1st info_doddetect). After the few sec was gone, if i rechose my team/class, i would end up having to select only the normal infantry troops respawning (2nd info_doddetect). How do you explain this? I dunno. It's kinda freaky. Apparently, i think if you used the built in timer in info_doddetect, and the timer ends, it will trigger the currently avilable info_doddetect and the settings take effect for others or those that rechoose/reenter/reconnect. In short, it may be possible to allow both types of troops to exist, the first type of troops are the "early birds", while the second type of troops are those that joined/reenter/reconnect into the game later. Then, again, i might be wrong. Anyway, i dun see any dynamic instantly-take-effect way to control WHEN exactly you want paras to spawn and when you want regular troops... The only real way to do so is to reset the round (items maybe would do, but maybe you also need to reset players, i'm not sure!!).

Sometimes, i wish info_doddetect had a convenient targetname property!! It only has a Master...which isn't very useful if you want its settings to take effect immediately without restarting te round. Too bad, the only time the info_doddetect is being checked by the server is when the round or game restarts!!


eg. This guy connected/reconnected/joined team/selected class before Round 1 ended! SITUATION for this guy: Respawning allies, paratrooper loadout selection before Round 1 ends.

This guy connected/reconnected/joined team/selected class after Round 1 ended! SITUATION for this guy: Respawning allies, regular troop loadout selection throughout the course of the game.


Okay, another method is to give info_doddetect a Group Name property. Then, create a dod_score_entity to reset this Group Name which the info_doddetect is exclusively using, thus the new info_doddetect settings can dynamically take effect immediately since the info_doddetect is resetted, but the other items/players remain intact and don't get resseted!! In short, this only resets the info_doddetect exclusively! Unfortunately, info_doddetect lacks a Group Name property!

Sly Assassin
06-09-2003, 10:30 AM
Interesting read there. Given me alot to think about. Cheers.

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