misc_siege_item -1 reply

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The One and Only

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#1 12 years ago

Can someone please tell me how to set up a misc_siege_item entity? All I get when I place one is a little green box, and where radiant usually brings up a description there isn't one.




ƒul*£ruM

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#2 12 years ago

try bringing down the drop-down menu and re-selecting the misc_siege_item..... it happens to me sometimes as well




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#3 12 years ago

It isn't in the drop down menu, I had to get by typing in the class name.

Oh, here's another thing: I'm following a siege tutorial, which explains how to set up the siege classes for one of the teams, but doesn't mention the other. Here's the thing I'm lokking at:

Teams { team1 Rebels team2 Imperials }

mapgraphic "gfx/mplevels/siege2_desert" missionname "''Desert Rescue''"

roundbegin_target "" //this is a global target, it will be fired off if there is one when the round begins (this happens when there is at least 1 player on each team active)

Rebels { RequiredObjectives 5 //How many objectives must this team complete before winning the round. Timed 1200 //this team has 120 seconds to complete its objectives, otherwise the other team wins. UseTeam "Siege2_Rebels" //Specifies the name of team "theme" to use as found in .team files TeamIcon "gfx/2d/mp_rebel_symbol_3" TeamColorOn "1 0 0 1" TeamColorOff ".7 0 0 1"

Am I missing something here?




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#4 12 years ago

you might need to reinstall the program then if its not in the drop-down menu




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#5 12 years ago

Well placing it isn't an issue, I mean things like the spawn flags etc. What I want is a objective in a map where you press a button to complete the objective.




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#6 12 years ago
The one and only;3385086Well placing it isn't an issue, I mean things like the spawn flags etc. What I want is a objective in a map where you press a button to complete the objective.

thats actually wrong. if your talking about doors, you need a trigger that will lay behind the door and it will open, but not close. The trigger will fire a misc_siege_objective (i think thats the name) that will post that the objective is complete. this will only work with doors as far as i know. Now, if your talking about something like a button thing, you need to first put a func_usable and target it at a target_activate. Put a trigger where the player is to stand when the want to push the button, make the trigger inactive and target the target_activate at the trigger. Place a misc_siege_objective (please correct me if im wrong) in your map. Target the trigger at the misc_siege_objective (make sure it has the objective in question) Am i going too fast for you?

Oh, here's another thing: I'm following a siege tutorial, which explains how to set up the siege classes for one of the teams, but doesn't mention the other. Here's the thing I'm lokking at:

Teams { team1 Rebels team2 Imperials }

mapgraphic "gfx/mplevels/siege2_desert" missionname "''Desert Rescue''"

roundbegin_target "" //this is a global target, it will be fired off if there is one when the round begins (this happens when there is at least 1 player on each team active)

Rebels { RequiredObjectives 5 //How many objectives must this team complete before winning the round. Timed 1200 //this team has 120 seconds to complete its objectives, otherwise the other team wins. UseTeam "Siege2_Rebels" //Specifies the name of team "theme" to use as found in .team files TeamIcon "gfx/2d/mp_rebel_symbol_3" TeamColorOn "1 0 0 1" TeamColorOff ".7 0 0 1"

Am I missing something here?

you just need to redo another one for your Imperials team, but make the objectives, useteam and TeamIcon values different. The tutorial your using is just vague. Im guessing its the raven one?




The One and Only

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#7 12 years ago

Aha, I think I see what you mean. If for example, I wanted to create an objective where you have to destroy something, would I be able to put a target command on the func_breakable to target the misc_siege_objective, or am I not understanding this properly? The button doesn't have to be animated or even perform a function other than to trigger the objective.

So, is team1 always the attacking team?




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#8 12 years ago

there are two ways to do this. you could put a really hard-to break item(such as the rancor gate in desert rescue) and then putting a trigger around a corner after the gate (you dont want bullets and stuff triggering it automaticly) wich leads to the misc siege objective. Thats one way to do it. Another way is to get a gate(lets say team2 owns it) that is unbrakeable to team 2 (with checkboxes checked for proper stuff). You could get the gate to target the Misc_siege_objective. Thats way number 2.

and no team1 can be the defending team aswell




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#9 12 years ago

So, how do I decide which team is attacking?




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#10 12 years ago

that would be up to the .map....say you wanted to get a sarcophagus that could be destroyed by only team2, then in your .team file you want to write the objective as your final objective, making team2 be the team that wins and team1 is the team that loses. get what im saying?