Some new bits for .35

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Some new bits for .35

Post by Mit »

Jus keepin a few notes here on new stuff so i dont forget. Hopefully hedge or someone will fill in the blanks when the version is put up properly.. :)

Building triggers now working :
0 - Building explosion
2 - Wargames end game sequence is activated
5 - K.O.T.H. building type for fixed rewards
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Configurable wall textures have now been added. Please note this will change the appearance of any walls you currently have, and may need a bit of tinkering with to get lookin normal. Will put up some new versions of the default textures somepoint soon.
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Fixed reward additions :
As well as cash-based 'fixed rewards' , certain modes now also allow a fixed kudos reward.. This is set by having the Subgames -> Fixed Reward Param set to 1 for the following events:
Holding the KOTH building
Capturing a flag
Scoring a hornball goal
Acquiring one of the Kudos Items

The amount of kudos earnt is specified in the 'Fixed Reward Amount'
------------

(ill edit this some more over the weekend as things get added.)
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Post by zaroba »

whats koth?
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Post by Fooli »

King Of The Hill.
f
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Post by Mit »

Some more new bits :

Control Modes :
20 - Helicopter control. Bit rough at the edges but basically working and usable.
21 - A version of the slidey control mode (1) where the vehicle hovers off teh ground slightly, and banks when the player turns.

Trigger mode 6 for buildings - does a 'Boss' game where the person who triggers the building receives prizes similar to KOTH, and additionally, any other player receives a prize for killing the 'Boss'

Wall collisions have been fixed up (and now block weapons).
A couple of new camera modes have been added (15 and 16) which provide zoomable cameras at 45 and 0 degree elevations respectively.
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Post by Mit »

New building -> building 'teleport' building type added. Use *setteleport <DESTINATION_BUILDING_NUM> to set its destination.
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Post by hedgehog »

btw... ."building". building building building, building, building building building building building building.. :)
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Post by Mit »

oh damn, you building-well beat me, ya building building. i thought no way would some building match that building total building one sentence.
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Post by hedgehog »

what a thread this is building up to be.
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Post by DeVice »

I think we should seriously reconsider that "Programmer motivating by whisky" management line. Or, we'd have to give some to players too.
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Post by Fooli »

They might be in danger of becoming normal if we did.

Whether this thread's building up to anything in particular is the key question. Will it house some towering revelation? A mine of information? A store of knowledge? Will it shed light on anything at all? Or (and I'd bank on this) simply fall flat?

Er, sorry. Still, with a bit more time it'd have been much worse. Mosque likely.
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Post by hedgehog »

i believe the thread does have a solid framework. it really bridges the gap between both schools of thought on the matter.

though really, i have to say whiskey drinking is a lot better than many alternative constructs. most of the internet is a circus full of fabrications regarding toilet paper and such. exhibitions of leaning towers and dubiously tensile structures -- i just can't see that welcome in this court of opinion.

ah well, back to adobe photoshop for me. now that we've officially villa-fied this whole topic.
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Post by hedgehog »

not to get painfully back on topic btw, but iirc, didn't koth have two modes or something? i seem to remember one where you activated it and started getting points with the option to deactivate, but then i could deactivate it and then activate it to get points.

but then wasn't there another one that just did away with the deactivation stuff, and you just ran up to it and "captured" it to your control?

more than likely i'm totally off on both of these and it's just one option that's a hybrid of the two :)
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Post by Mit »

kindof.. not two modes of KOTH exactly, but theres the mode 6 boss game variation similar to KOTH, but other players get an award for killing the 'Boss', as well as the person with control getting rewards.
Both let the controlling person deactivate it if they wanted to, but theres no real point in doin that other than stopping the bonus messages should you want a quiet chat.
The other difference is in the way the other players stop the controlling player getting rewards.. In KOTH, any player can trigger the building to take control at any time, in the Boss game, the 'Boss' has control until someone kills em.
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Post by hedgehog »

just an idea (which can be next century of the following one if y'like, since all this is quite cool in its own right...)

trigger mode 7 -- same as two but a player can only trigger it if his team collectively owns 3 or more buildings

mode 8 -- same as two but a player can only trigger it if his team collectively owns 5 or more buildings

i'm assuming captured buildings just act like any other owned building. so ye set up five buildings on the server. when a given team captures them all, they can then proceed to the enemy base trigger and er, trigger it - resetting the map and earning kudos etc.

when the opposing team recaptures a building, the team then has less than the number required, and have to go return to that point to capture it, etc.

minor problem might be if the building capture message isn't broadcast globally, but i'm assuming that's not much of a hassle.


but again the stuff up to this point is awesome.
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Post by Mit »

personally i would prefer,

mode 7 - as two, but trigger only activates when the player's team has collectively activated the number of trigger buildings specified by the building trigger param.

(going for the largest number of uses of the word trigger in one sentence this time :) )

a) using the param makes this a bit more controllable with a single mode (tho it does mean the final trigger would have to happen immediately, as the 'trigger param' now serves a different purpose.. not a big problem id imagine?)
b) it means it can be slotted in alongside a traditional economy set of buildings.

if thats ok with u?
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Post by hedgehog »

it would have been suggested that way praps, but i didn't know if you already had that stored somewhere and/or if you'd wanna transfer the extra info.

it's a slightly different gametype since triggers are all activated immediately (vs. building capture having a nice countdown effect so that there's a set time before each flag/node/base/etc is aquired -- promoting battle a bit more), but i'll take what i can get and shaddap :)
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Post by Mit »

the other triggers could still have a time limit, just the final one couldnt..
you could have maybe like 11 trigger buildings in the world, 10 of em set with mode 0 and param to 60, 1 of em set with mode 7 with param at 5.
So each of the 10 main triggers would have a 60 second delay before it was captured (and would globally print a message saying 'player X activated trigger on building Y - complete in N seconds' ) - once 5 had been captured itd be a mad rush to the main trigger to complete the game.
or alternatively..

.. well .. ya know.. ya can fiddle around with that in various ways..
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Post by hedgehog »

wowww! that'd be awesome :D . i'd prolly have to quit my day job.

oh wait...
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Post by hedgehog »

bump; cause that stuff would really rock for 1.35 if there's time.
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Post by Mit »

done
Locked