I'm working on a Cops and Robbers map right now and initial tests have been well received. Some fine tuning is needed, but the gametype is pretty well rounded off and fun. For the map, I'm wanting to have waypoints on the entrances so only cops see them. I want to set up a boundary outside, that once they are out of a certain area, the waypoints disappear since they'd be close enough and practically on top of it. I can't for the life of me figure out the new scripting stuff. It's awesome what's possible with it, I just haven't figured it out. I know there are some scripting 101 things, and if one covers my basic need, please link me to it. If not, explain it to me so I can use it. I will forever be grateful. In the future, I'm going to make a full on robbery scripting for the map. For now, I just need waypoint markers
My understanding of waypoint markers is they show to everyone... could fiddle with it for ye later though
When you set your waypoint markers, you can filter what they apply to under TARGETS. So yours would be something like Players [add] Team 2 [exclude]
Good to know. Reina, I'm assuming you only want the waypoints to disappear for whomever exited the boundary? Here's my suggestion on what to try. Wherever you want the waypoints: On spawn, waypoint add, targets all players, remove team 2. On message received alpha, remove way point, target activator On message received bravo, add waypoint, target activator, remove team 2 On the boundary On exit filter players, send message alpha, pass activator On entrance filter players, send message bravo, pass activator I haven't fully tested the system enough to know this will work but it's a fairly simple implementation that will hopefully cut it
If you still need any help with this, let me know. It shouldn't be hard. The Boundary condition is great for all kinds of things. We really need to make some docs that describe the most useful of the new stuff. I don't know if I'll be well enough to put together stuff like that anymore though.