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Objective Based Gametype
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diclophis
Member
(3 posts)

Hello,

Is it possible to modify warsow such that a map could contain multiple "spawn points" that are only active based on the state of certain objectives.

For example, there could be a map that is of a rocket launching facility.

At first, the alpha team spawns on "outskirts" of this map, while the beta team is at its first obj. spawn.

The alpha team must "capture" the beta teams spawn point (ideally with some form of mini-game, maybe a bomb drop). Then the beta team starts spawning at this new point, while the alpha team is moved "deeper" into the map to defend the second objective.

jal

master of the universe
(10599 posts)

Yes, it's possible. You can also make destroyable entities and all that. I think someone is working on an objetive based gametype right now.

hettoo

Member
(104 posts)

See here, but it will take some time until this is ready, if it will be at all.

Edit: Ha, I got here before Magus.
(updated 2012-08-08 00:10:27)

MagusZero
Chaotician
(1858 posts)

Yes, hettoo has a project he's working on at the moment in this regard. There are some inconsistencies with the AS api that he was being annoyed by which could possibly be fixed for the next version; in either case I expect to join him after the release.

I have some other plans (read: onslaught) which I'd like to try doing once hettoo's project is complete, giving me a good starting point.

EDIT: Ha, he got here before me.
(updated 2012-08-08 00:07:05)

diclophis
Member
(3 posts)

Is there anything built in for making NPC "turrets" that could be toggled to target alpha/beta based on the completion / destruction of some object or objective?

diclophis
Member
(3 posts)

These turrets would be stationery and likely attached to map geometry

MagusZero
Chaotician
(1858 posts)

Yes. There's a gametype currently called capture the flag: tactics, which uses turrets. Currently its a bit of a pain to separate them from the gametype and use them in others, though jal may say I'm wrong, but you can do it. They can be placed in maps as func_turret or something like that. For your uses, you may need to mod them heavily, and that's a pain with how they're coded, but you may be able to do it wuthout TOO much difficulty.

toukkapoukka

Has-been developer
(282 posts)

MagusZero wrote:
Yes, hettoo has a project he's working on at the moment in this regard. There are some inconsistencies with the AS api that he was being annoyed by which could possibly be fixed for the next version; in either case I expect to join him after the release.

Are these inconsistencies discussed with the devteam yet? Although I doubt we are making any changes to the API that requires to rewrite/fix other gametypes, which was already done at least once or twice.

jal

master of the universe
(10599 posts)

I may not remember right, but I'd swear I coded the turrets as a class in their own file.

MagusZero
Chaotician
(1858 posts)

You did, jal. Both xan and I found though that your original prototype was more portable than the one in ctft, and I personally had an even easier time with xan's slightly modded one, despite having to rip out it's odd dependencies on his other classes.

hettoo

Member
(104 posts)

toukkapoukka wrote:
MagusZero wrote:
Yes, hettoo has a project he's working on at the moment in this regard. There are some inconsistencies with the AS api that he was being annoyed by which could possibly be fixed for the next version; in either case I expect to join him after the release.

Are these inconsistencies discussed with the devteam yet? Although I doubt we are making any changes to the API that requires to rewrite/fix other gametypes, which was already done at least once or twice.


Oh yes, nothing to really worry about. Did not stop me from doing something or anything.
I could understand it if it wouldn't change anymore, it's ok as long as the reference is up to date with the actual API.

jal

master of the universe
(10599 posts)

hettoo wrote:

I could understand it if it wouldn't change anymore, it's ok as long as the reference is up to date with the actual API.


IIRC the reference was generated by typing a cmd in the console, so that shouldn't be a problem.

jihnsius

<3<#<3
(595 posts)

If you can make a gametype like Assault from Unreal Tournament I will love you forever.

It's pretty much objectives that are based on the level and you take turns either defending or attacking. The defenders have to stop the assault, and the attackers have to trigger the objectives in order.

Once one team is done, the teams switch. If the other team assaults faster than the first team, they win. If the time goes over what the first team took to finish the assault, the first assaulting team wins.

It's more or less a combination of domination, bomb, and capture the flag.


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