Editing and Customization > Community Content
Yeyinde's WIP Gamemodes
Yeyinde:
--- Quote from: killermonkey on July 01, 2010, 01:57:58 am ---Who said 4.1 is getting bots? LOL, certainly not me!
As for the radar, adding the ability for a per-player radar color/icon is definitely possible, however you now take on the burden, as a scenario writer, to ensuring that the radar is in sync with the gameplay. That, my friend, is not worth the hassle in my opinion for this limited use. There is a whole lot of checks and balances going on behind the scenes that make the python code so easy to write. We went to extreme lengths to ensure that the python code directly relates to actions within the game and not the implementation of the actions. Implementation is C++'s job.
--- End quote ---
My bad, I got the wrong idea in my head when saw the WIP screens in one of the blogs.
As for the per-player radar icons, I can live without them for quite a while. I understand how difficult it can be to get two completely different languages working nicely with each other, with the different memory management schemes and namespace differences, and whatnot. No sense working one's ass off for something that will have little use, right?
And now for something different, yet still related: Is there a Python function available to get a list of all the current round's weapons?
kraid:
The first game mode kinda reminds me on The Ship.
If there were more characters, you could simply display a message to each client individually. Something like: assassinate ourumov
Maybe even more difficult, if you wanna get an extra point you'll have to use a certain weapon for it.
Jeron [SharpSh00tah]:
Yea, maybe (if it is possible) to have only one player as, say, ourumov. And you need to assassinate him. Also, the ourumov skin would rotate throughout the players; think the CS 1.6 game mode where the player needs to escape with the CT's, and the escapee alternates each round.
PPK:
Those modes look really nice. I like both ideas. Check your Steam invites, if you may :). I have a few things to say in behalf of WN.
They could make themed assassination missions for different maps. Say, for Cradle, it would be Trevelyan (or Bond, depending on the team), etc.
Yeyinde:
--- Quote from: kraid on July 01, 2010, 09:50:53 am ---The first game mode kinda reminds me on The Ship.
If there were more characters, you could simply display a message to each client individually. Something like: assassinate ourumov
Maybe even more difficult, if you wanna get an extra point you'll have to use a certain weapon for it.
--- End quote ---
When more characters are added, I'll think about adding that to the game mode. I'll also think about adding a point multiplier for using a silenced weapon or melee weapon to go with the assassination theme.
--- Quote from: Jeron [SharpSh00tah] on July 01, 2010, 02:54:30 pm ---Yea, maybe (if it is possible) to have only one player as, say, ourumov. And you need to assassinate him. Also, the ourumov skin would rotate throughout the players; think the CS 1.6 game mode where the player needs to escape with the CT's, and the escapee alternates each round.
--- End quote ---
It is possible to force a skin on somebody and only allow him to use it (look at the LALD game mode for that), but that isn't what I'm going for in this mode. Assassination is a free-for-all type scenario, so everyone has a different target to kill. Forcing everyone to go after a single person just wouldn't be as fun, I think.
--- Quote from: PPK on July 01, 2010, 06:45:34 pm ---Those modes look really nice. I like both ideas. Check your Steam invites, if you may :). I have a few things to say in behalf of WN.
They could make themed assassination missions for different maps. Say, for Cradle, it would be Trevelyan (or Bond, depending on the team), etc.
--- End quote ---
Thank you for the invite. As for themed/team assassination, this mode is meant for a free-for-all play so that probably won't work all to well. But I appreciate the though and idea. :)
Anyhow, last night the game modes had their first proper test on an OWS server. Both games ran fairly well, with just few bugs to work out in Assassination. Klobbering Time was quite a success, judging from from the players' responses to it.
Things that needed to be worked out of Assassination are: Spectators being selected as targets, HUD messages being in the corner, and the radar not wanting to work at all(Though this might have been a server-side thing). I've got these issues fixed for the new testing release, and I've added something else: If at any time your target dies, be it a suicide or from another player, a new target will be chosen for you. This should add some more flow to the game, and make it a bit more fun.
The new Assassination version can be downloaded HERE, or on the first post.
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