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How do I Remove classes from a map? [Archive] - TF2Maps.net Forums

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Acegikmo
02-02-2008, 04:26 AM
How do I make a map, where you can't play, for example, the scout?

Snipergen
02-02-2008, 04:31 AM
Server's decision. You can't. And thats fair enough too imho :)

Acegikmo
02-02-2008, 04:38 AM
Well I make alot of original maps.
Trying out new ideas.
And some of them needs to change some of the base rules, such as the classes or the weapons.

Snipergen
02-02-2008, 04:42 AM
Well I agree with the weapons. But I enjoy all the classes so I'm kinda happy that you can't decide that :p

Acegikmo
02-02-2008, 04:44 AM
I like all classes too, but if you play ctf_magnetic you're gonna hate the scout

Snipergen
02-02-2008, 04:55 AM
Bit harsh maybe, but thats a level design fault than :p
How come that I would hate the scout? Im gonna try your map now than, I wanna see it.

Acegikmo
02-02-2008, 05:01 AM
If it would be a normal sized map, it would be a map fault.
But this is supposed to be a small melee ctf map, and scouts are just way too fast for the size of it.

trackhed
02-03-2008, 01:55 AM
so what cant scouts do?

Spacemonkeynz
02-03-2008, 03:34 AM
trigger_hurt that does 125 damage (or whatever the scouts health is) right after spawn, followed by a func_regenerate, scouts will die while everyone else survives.

Can you set a trigger_hurt to only fire the damage once?

It would be funny anyway to see the scouts keep running through the invisible wall of death. lol

TheBladeRoden
02-03-2008, 03:38 AM
Unless a Medic overheals him :o

Wiebbe
02-03-2008, 08:04 AM
doesnt an engineer and a sniper both have 125 hp as well? :P

MacNetron
02-03-2008, 08:26 AM
Easiest way to accomplish this is putting some text in the introduction screen like:
"Please don't play as a scout."

It's up to the player then to decide what to do.

Acegikmo
02-03-2008, 11:19 AM
That will not work at all.
I think more people would play scout because we tell them not to :P

Dox
02-03-2008, 11:25 AM
Hmmm, one class, armed with flamethrowers, sticky mine launchers, healing guns, and a machete for melee. Speed of a scout, health of a heavy, and the mouth of a soldier, the classiness of a spy and the brains of an engineer...

Edit, we could name this class... "Doxites"!

greenridge
02-06-2008, 01:41 PM
just remove the scout's weapons

Scoobingsthe2nd
02-06-2008, 03:04 PM
I played magnetic after you removed the scout's weapon and I gotta say I think it's interesting. The scout functions as a flag carrier but is defenseless. It works imo.

Brandished
02-07-2008, 08:31 AM
It' is possible to filter for classes, I've run across two TF2 maps so far that do this. I haven't figured out how they do it yet.

The 2 maps are:

gpt_classrestrict_tdm
http://www.fpsbanana.com/maps/44551

and

cp_bestinclass_v1
http://www.fpsbanana.com/maps/44547


There's also the option of making class based obstacles, that only one or two classes can get passed. I've been testing the idea out in a map. It's along the lines of team_trial_v3 http://www.apex-games.net/.

PandaN
02-08-2008, 09:11 AM
I did it for a duel map, its really basic.

In your spawn room place all your info_player_teamspawns, and make a wall around them (trigger_multiple) so that AFTER they move after spawning, they will touch it. Make it do output to point_clientcommand that does join_class soldier or whatever.

All of this has to be done INSIDE the spawnroom trigger :)

TheBladeRoden
02-08-2008, 03:28 PM
I did it for a duel map, its really basic.

In your spawn room place all your info_player_teamspawns, and make a wall around them (trigger_multiple) so that AFTER they move after spawning, they will touch it. Make it do output to point_clientcommand that does join_class soldier or whatever.

All of this has to be done INSIDE the spawnroom trigger :)

Or clone that trigger 8 times, then change them each to a class you want in your map. Then make a doorway around each of them with labels or something.

Then you can have 8 exits from the spawnroom for each class except the Scout.

PandaN
02-09-2008, 05:37 AM
Yea, only real rule is that it has to be inside the spawnroom, because if its outside, people can leave spawn as another class, and will only be switched back when they die :P