func_mortar_field questions


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. :(

travis
04-08-2005, 12:15 AM
when you set up a mortar feild to random it does land randomly within the zone, mess round with damage and damage radius etc.. i know in the mod i work for we have cannons that get triggered by a player and the resulting kills get attributed to the player.

#3 can be attributed to your hardware, maps like escape and charlie with their mortars etc do add a fair bit to server load but your server shouldnt crash

Dwin
04-08-2005, 03:57 PM
Originally posted by josh_u[RR]

#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?


What you could do, is put a trigger where the flag is. Whenever the player captures the flag, he will (directly) trigger the mortar to explode. I think that would give him credit for the kill.


#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?


From what I've seen on dod_charlie, a player with full health must be hit directly/almost directly by a mortar shell to die.

redfalcon
04-08-2005, 07:02 PM
1. i don't think so
2. you're wrong
3. when i turned off particle effects the game seemed to crash a lot less often
4.no


maybe later i'll look at the etnitites we used in dod_rommel and try to help you out a little more.

that map had a targetable airstrike. it was one of my favorite features.

josh_u[RR]
04-08-2005, 10:54 PM
Originally posted by redfalcon
1. i don't think so
2. you're wrong
3. when i turned off particle effects the game seemed to crash a lot less often
4.no


maybe later i'll look at the etnitites we used in dod_rommel and try to help you out a little more.

that map had a targetable airstrike. it was one of my favorite features.

I appreciate the answers. just took a closer look at the log on my own pc from playing the game and I got a whole lot of
too many particlesParticleman is out of memory

so obviously you are right, it is the particle effects thats causing it. I guess I'll just have to use a little slight of hand and a trigger_hurt to simulate the mortar strike. if there is a better way than that, I'd love to hear about it. thanks!

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