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.map :: Mapping for MoHAA

 
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Objective : SP Undercover (Part 2) :: mohaa_rox
-------------------------------------------------------------------------------

This tutorial is continued from SP Undercover part 1. If you have not read it, do it now.

We'll continue from our last map. Now I added a staircase and a room in the second level. In this tutorial, I will show you how to acquire level 2 papers after being prevented from a sentry.

Create 2 rooms inside the second level. Add a table and put a script model with keys and values of :

model: animated/pulse_papers2.tik
targetname: papers2

You should see level 2 papers. Put a trigger use around it and give it a targetname of "trigger2".

Now add a sentry nearby. Give him properties of:

$find_name:sentry2
disguise_accept_thread:sentry2accept
targetname:sentry2
type_attack:alarm
type_disguise:sentry

Or you can edit these when you press "i".

I added a door connecting to another room. Add a trigger multiple outside the door. Give it a targetname of "papers2hint". This will trigger off and display some text.

That's the mapping part for getting level 2 papers. Now for blowing your cover.

I added a metal desk with health and an mp40. Put a trigger multiple around it and give it a targetname of "blowcover". The player will get fooled but will blow his cover.

Put a trigger multiple near an exit and give it a key of "setthread" and value of "objective1". Add a script origin of targetname "obj1" above the trigger.

Now for the scripting part. Load up our old script called test_undercover.scr.

//Undercover
//Architecture: mohaa_rox
//Scripting: mohaa_rox

main:

exec global/loadout.scr maps/test_undercover.scr

level waittill prespawn

exec global/ambient.scr m2l2a

level waittill spawn

$player item weapons/silencedpistol.tik //gives you a silenced
//pistol

$player ammo pistol 1000
$player useweaponclass pistol

thread hints
thread disguise
thread sentry2hintmessage
thread papers2
thread blowcover

////////////
hints:
local.key = getboundkey1 "Holster"
iprintlnbold_noloc (loc_convert_string "Press the ( ") local.key (loc_convert_string " ) key to holster your weapon.")
wait 1
iprintlnbold "If your weapon is not holstered"
iprintlnbold "your cover will be blown."
wait 2
end

disguise:
$trigger waittill trigger //the trigger used in above
$suit remove //removes the suit
$papers remove //removes the papers
iprintlnbold "Show your papers when asked."
local.key = getboundkey1 "toggleitem"
iprintlnbold_noloc (loc_convert_string "Press the ( ") local.key (loc_convert_string " ) key to show your papers.")
$player playsound pickup_papers //sound
$player playsound pickup_uniform //sound
waitthread global/items.scr::add_item "papers_level1" //gives you
//level 1 papers

waitthread global/items.scr::add_item "uniform" //gives you
//uniform

end

sentry2hintmessage:
$papers2hint waittill trigger
if(level.sentry2hintmessaged != 1)
{
level.sentry2hintmessaged = 1
iprintlnbold "You need a new set of papers to procede past this point."
}
end

papers2:
$trigger2 waittill trigger
$papers2 remove
waitthread global/items.scr::remove_item "papers_level1" //removes level 1 papers
waitthread global/items.scr::add_item "papers_level2" //adds
//level 2 papers

end

blowcover:
$blowcover waittill trigger
waitthread global/items.scr::remove_item "uniform" //removes
//uniform

iprintlnbold "Your cover has been blown! Get out of there now!"
thread objectives
end

objectives:
waitthread global/objectives.scr::add_objectives 1 2 "Get the hell out of there before you get fried." $obj1.origin
waitthread global/objectives.scr::current_objectives 1
end

objective1:
thread levelend
end

levelend:
waitthread global/objectives.scr::add_objectives 1 3 "Get the hell out of there before you get fried." $obj1.origin
waitthread global/objectives.scr::current_objectives 0 //clears objectives
exec global/missioncomplete.scr test_undercover
wait 2
end

That's the end of the tutorial. Compile your map and play!

[ Download the Example Map ]

Need any help : Ask in the Forum

 


 
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