josh_u[RR]
04-07-2005, 11:49 PM
ease up now! I just got through looking through the search results...these are fresh new questions ;)
#1. what determines if the player gets the kills for the mortar strike or not? I assume that if I used a button that triggered the mortar field directly the player would get credit, but I have the mortar field being triggered by a multimanager that is targeted by capturing a flag. is it possible to have the player that captures the flag get credit for the kills?
#2. not enough people are getting killed. I set the spread to like 200 (this is the radius of the explosion, right?) and increased the number of hits, but it didn't seem to help. do all the hits from a paticular strike land in the same spot? I have it set to random, but I think that only means that the next strike will land randomly, not that each hit will be random. am I wrong?
#3. when I tested this map on our server with the mortar fields in, it killed the cpu. the only way it would run without crashing is if everything else was shut down. I believe escape crashes our server as well. is there something specific that is causeing such high cpu usage? density works just fine, what gives?
#4. can a player get credit for a trigger_hurt kill? I want to set off an explosion, but I want the damage to be team specific so I used a trigger_hurt that turns on and off. is there a better way to do team specific damage? it would be nice to give the player credit, but its not a must have.
thanks guys. what I have in mind will make a nice little suprise for my map, it would be a shame to have to leave it out because of cpu load. :(
#1. what determines if the player gets the kills for the mortar strike or not? I assume that if I used a button that triggered the mortar field directly the player would get credit, but I have the mortar field being triggered by a multimanager that is targeted by capturing a flag. is it possible to have the player that captures the flag get credit for the kills?
#2. not enough people are getting killed. I set the spread to like 200 (this is the radius of the explosion, right?) and increased the number of hits, but it didn't seem to help. do all the hits from a paticular strike land in the same spot? I have it set to random, but I think that only means that the next strike will land randomly, not that each hit will be random. am I wrong?
#3. when I tested this map on our server with the mortar fields in, it killed the cpu. the only way it would run without crashing is if everything else was shut down. I believe escape crashes our server as well. is there something specific that is causeing such high cpu usage? density works just fine, what gives?
#4. can a player get credit for a trigger_hurt kill? I want to set off an explosion, but I want the damage to be team specific so I used a trigger_hurt that turns on and off. is there a better way to do team specific damage? it would be nice to give the player credit, but its not a must have.
thanks guys. what I have in mind will make a nice little suprise for my map, it would be a shame to have to leave it out because of cpu load. :(