RTCW Style Maps [message #38173] |
Sun, 10 August 2003 07:27 |
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England
Messages: 618 Registered: February 2003 Location: High Wycombe, England
Karma: 0
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Colonel |
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Ive been wondering about this, Is it possible to have RTCW style maps, were One side has to achieve objectives to win the game, and the other side has to defend and stop the attackers achieveing their objective.
I know its cncmode - destroy the base, but more complex objectives such as escorting a tank etc..
Renegade is amazingly editable and its got two sides
In the end it doesn't matter if you are who you say you are. You will still mean nothing to me.
When i have kids, everytime i drive past a fast food restaurant, im gonna punch my kid in the face, then they'll never wanna come..
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RTCW Style Maps [message #38174] |
Sun, 10 August 2003 07:33 |
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maytridy
Messages: 1371 Registered: February 2003 Location: New York, USA
Karma: 0
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General (1 Star) |
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Yeah, it's possible, and not that hard. But I think everyone would want to be on a certain team............
Visit www.mwbhd.com
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RTCW Style Maps [message #38181] |
Sun, 10 August 2003 07:50 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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There is an Assault script that Jonathan Wilson wrote. I suppose he intended someone would make an assault map to use it in sooner or later as when these were written he was writing things he though might be of use to people. Here is the readme for it. I figures some of the stuff out, would need a map to test it on and also come up with an objective.
JFW_Assault_Powerplant_Controller (script for assault map)
Time (how long the timer should run for)
TimerNum (what number to use for the timer)
Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any)
Power_Off (what message will turn the buildings off)
Power_On (what message will turn the buildings on)
Building1-Building15 (the buildings to turn off/on)
On startup, this script sets an internal flag to false then sends Power_Off to all 15 building controllers. It also starts a timer.
On timer expired, if the flag is false it will send Power_On to all 15 buildings.
On zone entry, the flag is set to true.
On zone exit, the flag is set to false.
Basically I think this works by killing a teams base if they don't have units in a zone after the times expires. Say you have to secure a Nod refinery within 15 minutes, if there are GDI units in the zone (zone could be anywhere, MCT or whhole refiney) when the timer expires Nod looses for example.
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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RTCW Style Maps [message #38405] |
Sun, 10 August 2003 23:34 |
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Dante
Messages: 1039 Registered: February 2003
Karma: 0
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General (1 Star) |
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j4S[p | ]General Havoc | Basically I think this works by killing a teams base if they don't have units in a zone after the times expires. Say you have to secure a Nod refinery within 15 minutes, if there are GDI units in the zone (zone could be anywhere, MCT or whhole refiney) when the timer expires Nod looses for example.
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You mean when the timer Expires if Nods' still standing GDI loses, Right?
Thats usualy how it goes.
I love Wolfenstein! Screw the Direct X engine Renegade uses. No offence, But it looks like crap.
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w00h00, another assonine assumption about the game engine...
Ren is its own engine, based off of the wonderful w3d, now, since the game was rushed it doesn't take full advantage of the w3d, such in a way that generals, or EnB does.
RenEvo
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