You can now trigger them on a couple of events.
Events such as;
A flag capture
A player geting killed
A player spawning.
These can be used to clear a base after a capture, or for something more visual like fireworks on a spawn, death, or capture.
to do this, define a world weapon as normal, but do not putin any times ( inital time or dellay time ). Instead put in the following
trigger <EVENT TYPE>
where <EVENT TYPE> is one of the 3 following things
onCap
onSpawn
onDie
The weapon will then fire when the event happens.
If you want to tie the weapon to a specific team ( like to clear a base ) just put in a line with;
eventteam <TEAM NUMBER>
Where <TEAM NUMBER> is a team ID ( just like bases ).
A team number of -1 will mean all players.
To make base clearing simple, you can also add the onCap item to a base and provide it with a weapon type and it will automaticly add a weapon event that will fire that weapon type on capture for that team's flag, at that base. In realitly since you can't define all the other world weapon options here, the only real valid thing is SW. If you want more controll it's best to define a real world weapon and tie it to the cap event.
example
Code: Select all
weapon
position 0 0 10
type SW
trigger oncap
eventteam -1
end
This code is in CVS and is a server only change.