Capturable Buildings [message #28767] |
Thu, 03 July 2003 22:00 |
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Blazer
Messages: 3322 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (3 Stars) Administrator/General |
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I brought up an idea some time ago, and verified with Dante that it is doable:
Have some neutral building, perhaps a civilian refinery or even an oil derrick that starts out neutral.
The building is "captured" by "destroying" it (c4 on MCT), at which point the health of the building is reset, and Spawners + PTs for the team are switched on. If the enemy "destroys" the building, they capture it, and the ownership of spawners and PTs switches to them, with an optional credit trickle in the case of a refinery or oil derrick.
Capturing this neutral building would be totally optional, but capturing it gives the team advantages such as:
1. Increased credit trickle.
2. Spawning closer to the middleground/main battlefield
3. Ability to refill closer to battlefield
4. Points for capture
To make this happen would require some scripting wizardry that Dante verified is do-able, but probably not all in place yet.
I suggest if this is somethign we want to see, we form a team to make it happen.
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Capturable Buildings [message #28790] |
Fri, 04 July 2003 01:37 |
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Hum , dude, half of the idea was from Alexpro7.
Well, lol, actually it's more like the killing building then it turns on the enemy side part.
I suck cock and love it... absolutely love it. And I just got banned for being too immature to be allowed to post here.
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Re: Capturable Buildings [message #28835] |
Fri, 04 July 2003 08:42 |
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Captkurt
Messages: 488 Registered: February 2003
Karma: 0
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Commander |
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Blazer | I brought up an idea some time ago, and verified with Dante that it is doable:
Have some neutral building, perhaps a civilian refinery or even an oil derrick that starts out neutral.
The building is "captured" by "destroying" it (c4 on MCT), at which point the health of the building is reset, and Spawners + PTs for the team are switched on. If the enemy "destroys" the building, they capture it, and the ownership of spawners and PTs switches to them, with an optional credit trickle in the case of a refinery or oil derrick.
Capturing this neutral building would be totally optional, but capturing it gives the team advantages such as:
1. Increased credit trickle.
2. Spawning closer to the middleground/main battlefield
3. Ability to refill closer to battlefield
4. Points for capture
To make this happen would require some scripting wizardry that Dante verified is do-able, but probably not all in place yet.
I suggest if this is somethign we want to see, we form a team to make it happen.
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I like the idea.
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Capturable Buildings [message #28842] |
Fri, 04 July 2003 09:15 |
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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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We're actually thinking of doing that for Modern Warfare. We are going to have oil refineries instead of tiberium refineries (duh) and we were hoping to have oil derricks in the middle. If we can get the scripting help, we'll do it.
Visit www.mwbhd.com
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Capturable Buildings [message #28853] |
Fri, 04 July 2003 09:49 |
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bigejoe14
Messages: 1302 Registered: February 2003
Karma: 0
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General (1 Star) |
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This idea is awesome. This could also add a new game mode such as capture and hold.
WHATEVER, FAGGOT
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Capturable Buildings [message #28999] |
Sat, 05 July 2003 03:17 |
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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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Yeah the idea is possible. The PCT's can be destroyed and created in realtime with no problem. The spawners may cause a problem but if the script is working properly it can allow them to be turned on and off. The way I was using it didn't work (no functionality visisble) for some reason but I think you have to have the spawners set to "normally-disabled" It's Gregs script that allows the spawners to be turned on and off with a zone. The PCT's can be dropped when something is destroyed or any script that allows creation of objects. You can even spawn them with a spawner then enable and disable them like the startup spawners. If the script does in fact work then it should be possible. Just have to work out the capture bit then.
The script we have to enable them is GTH_Zone_Enable_Spawner (can send a 1 or 0 to switch enabled or not. Needs a zone entry to send it)
_General Havoc
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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