Colonel Joined: 4/21/2012(UTC) Posts: 690 Thanks: 260 times Was thanked: 116 time(s) in 100 post(s)
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This is something i attempted a while ago, but couldn't figure out a way for it to work. The idea here is to create a 'game mode' similar to that of Battlefield's Conquest. If you're not familiar with Battlefield, Conquest is known as the most popular mode, where 2 sides have to capture 'objectives' to drain their opponent's 'tickets'. If your team owns more objectives than the other, their tickets are drained slowly. The more you own, the faster they drain, and the match goes until one side loses all of their tickets. Tickets can also be lost when players are killed, but is not the best or most efficient way of draining your enemies tickets. I think this is definitely possible with Generals, and i may try something soon that plays around with this idea. It may not be as complex as what i described earlier, as scripting in this game is somewhat limited, but it can still revolve around the same idea. So what do you guys think? Edited by user Sunday, January 17, 2016 8:51:38 PM(UTC)
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PK_Soar #9531 He that is slow to believe anything and everything is of great understanding, for belief in one false principle is the beginning of all unwisdom. - Anton Lavey |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: SUPER-G So what do you guys think? I think your new avatar is quite... Strange. XD Originally Posted by: SUPER-G This is something i attempted a while ago, but couldn't figure out a way for it to work. The idea here is to create a 'game mode' similar to that of Battlefield's Conquest.
If you're not familiar with Battlefield, Conquest is known as the most popular mode, where 2 sides have to capture 'objectives' to drain their opponent's 'tickets'. If your team owns more objectives than the other, their tickets are drained slowly. The more you own, the faster they drain, and the match goes until one side loses all of their tickets. Tickets can also be lost when players are killed, but is not the best or most efficient way of draining your enemies tickets.
I think this is definitely possible with Generals, and i may try something soon that plays around with this idea. It may not be as complex as what i described earlier, as scripting in this game is somewhat limited, but it can still revolve around the same idea. That sounds pretty cool, but it might not be very possible in a Skirmish map. A single player mission map, probably. Skirmish scripting is pretty limited and doing anything beyond the most simple actions requires a lot of workarounds. Even the simple stuff does, actually. What would we use in place of tickets and how would we drain the enemy's "tickets"? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 4/21/2012(UTC) Posts: 690 Thanks: 260 times Was thanked: 116 time(s) in 100 post(s)
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Originally Posted by: Gameanater That sounds pretty cool, but it might not be very possible in a Skirmish map. A single player mission map, probably. Skirmish scripting is pretty limited and doing anything beyond the most simple actions requires a lot of workarounds. Even the simple stuff does, actually. It'll have to be a multiplayer only map, because the idea would be to capture and hold an objective for as long as possible rather than just destroy the enemy base, which is what the Ai will do instinctively. Originally Posted by: Gameanater What would we use in place of tickets and how would we drain the enemy's "tickets"? We could use just 'points', or even a countdown timer would suffice. I actually think that would be best now that i think about it. So, when player 1 captures the objective, player 2's timer starts to count down from...let's say 5 minutes. Player 2 has 5 minutes to capture the objective, and if he/she doesn't, their base is destroyed by a super weapon, or maybe more than one super weapon. |
PK_Soar #9531 He that is slow to believe anything and everything is of great understanding, for belief in one false principle is the beginning of all unwisdom. - Anton Lavey |
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Should be possible to program the ai to work, but you would have to do lots custom stuff. Doing this in multi only would be alot easier though. Really what you would need would be a ticket tracker script for each starting point, and have capturable areas act as multipliers, that's the part I'm not sure is possible. Or use G's method. |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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I'd do something like this (pseudo-code) Script 1: IF True THEN Set counter0 to 200 AND make counter public Script 2: (every second, does not deactivate) IF Player0 owns building OR civilian owns building THEN nothing ELSE counter minus 1 Script 3: IF counter is < 1 THEN Kill player0 (or whatever) So if another player owns the building then this player has 200 seconds before he dies. Edited by user Monday, January 18, 2016 9:37:56 AM(UTC)
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Colonel Joined: 4/21/2012(UTC) Posts: 690 Thanks: 260 times Was thanked: 116 time(s) in 100 post(s)
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Originally Posted by: Annihilationzh I'd do something like this (pseudo-code)
Script 1: IF True THEN Set counter0 to 200 AND make counter public
Script 2: (every second, does not deactivate) IF Player0 owns building OR civilian owns building THEN nothing ELSE counter minus 1
Script 3: IF counter is < 1 THEN Kill player0 (or whatever)
So if another player owns the building then this player has 200 seconds before he dies. Doing that would also make it possible to take away a 'ticket' every time a unit is killed, which would make players try to be more strategic with how they capture the objective. This also means there can be more than one objective potentially. |
PK_Soar #9531 He that is slow to believe anything and everything is of great understanding, for belief in one false principle is the beginning of all unwisdom. - Anton Lavey |
1 user thanked SUPER-G for this useful post.
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Colonel Joined: 4/21/2012(UTC) Posts: 690 Thanks: 260 times Was thanked: 116 time(s) in 100 post(s)
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So after monkeying around with the idea today, i have a playable 'beta'. I've ironed out all the bugs i could find at this point, and im confident that it works flawlessly (but i still want it tested, of course). However, there is an issue. I need these to say something like "Player 1's tickets:", but i haven't the slightest idea of how to make it display what i need it to, and could really use a hand. |
PK_Soar #9531 He that is slow to believe anything and everything is of great understanding, for belief in one false principle is the beginning of all unwisdom. - Anton Lavey |
1 user thanked SUPER-G for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Doesn't your old CnC Zombies map have a "Points" counter similar to that? You could look there. |
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Colonel Joined: 4/21/2012(UTC) Posts: 690 Thanks: 260 times Was thanked: 116 time(s) in 100 post(s)
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Thanks for reminding me of that Gamenater! Basically, i had to go into the .str file that also holds the string info for the intro.
SCRIPT:P1 "Player 1's Tickets:" END
SCRIPT:P2 "Player 2's Tickets:" END
Next i need to decide whether it's needed to remove the supply depot from the US and replace it with the Chinese one, and whether i should remove Black Lotus (she captures buildings much faster and is stealthed, giving China factions an unfair advantage in this game mode). |
PK_Soar #9531 He that is slow to believe anything and everything is of great understanding, for belief in one false principle is the beginning of all unwisdom. - Anton Lavey |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Originally Posted by: SUPER-G Next i need to decide whether it's needed to remove the supply depot from the US and replace it with the Chinese one, and whether i should remove Black Lotus (she captures buildings much faster and is stealthed, giving China factions an unfair advantage in this game mode). That's not an unfair advantage because Lotus is a late game unit. It's minigunners, toxin rebels and stealth rebels that provide an unfair advantage. |
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I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Private Joined: 3/12/2015(UTC) Posts: 11 Thanks: 1 times Was thanked: 3 time(s) in 1 post(s)
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Originally Posted by: SUPER-G Doing that would also make it possible to take away a 'ticket' every time a unit is killed, which would make players try to be more strategic with how they capture the objective. This also means there can be more than one objective potentially. Could you create an object list with all usable units in it, and then say if player0 loses a unit of type (object list with everything) then subtract one from their counter? |
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Colonel Joined: 4/21/2012(UTC) Posts: 690 Thanks: 260 times Was thanked: 116 time(s) in 100 post(s)
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Originally Posted by: ComradeGeneral Originally Posted by: SUPER-G Doing that would also make it possible to take away a 'ticket' every time a unit is killed, which would make players try to be more strategic with how they capture the objective. This also means there can be more than one objective potentially. Could you create an object list with all usable units in it, and then say if player0 loses a unit of type (object list with everything) then subtract one from their counter? That's a possibility, I'll be trying a few different things in regards to that. |
PK_Soar #9531 He that is slow to believe anything and everything is of great understanding, for belief in one false principle is the beginning of all unwisdom. - Anton Lavey |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: SUPER-G Thanks for reminding me of that Gamenater! Basically, i had to go into the .str file that also holds the string info for the intro.
SCRIPT:P1 "Player 1's Tickets:" END
SCRIPT:P2 "Player 2's Tickets:" END
Next i need to decide whether it's needed to remove the supply depot from the US and replace it with the Chinese one, and whether i should remove Black Lotus (she captures buildings much faster and is stealthed, giving China factions an unfair advantage in this game mode). Originally Posted by: Annihilationzh Originally Posted by: SUPER-G Next i need to decide whether it's needed to remove the supply depot from the US and replace it with the Chinese one, and whether i should remove Black Lotus (she captures buildings much faster and is stealthed, giving China factions an unfair advantage in this game mode). That's not an unfair advantage because Lotus is a late game unit. It's minigunners, toxin rebels and stealth rebels that provide an unfair advantage. @AZH And don't forget King Raptors, Toxin RPGs, Rockvees, and... Poor China doesn't have anything like that! Communists. :( @SUPER-GREAT Why would you want to remove the US Supply Center? Yes Chinooks can be used for Missile Defender drops and Rockvee/Dozer transport, but as far as I can tell that (aside from maybe the Rockvees) is not considered completely unfair. It is a legitimate strategy, far as I can tell. Also, one more thing. Don't do this in your .str: Quote:SCRIPT:P1 "Player 1's Tickets:" END
Because anybody who downloads the map off another player in-game will not see the "Player 1's Tickets:" part, they will instead see "MISSING: SCRIPT:P1", which will leave them wondering what it's actually supposed to say. Instead, do this: Quote:Player_One_Tickets- "Player 1's Tickets:" END
That way, they'll instead see "MISSING: Player_One_Tickets-" and at least get an idea of what the display actually says. Originally Posted by: ComradeGeneral Originally Posted by: SUPER-G Doing that would also make it possible to take away a 'ticket' every time a unit is killed, which would make players try to be more strategic with how they capture the objective. This also means there can be more than one objective potentially. Could you create an object list with all usable units in it, and then say if player0 loses a unit of type (object list with everything) then subtract one from their counter? I like that idea. Edited by user Wednesday, March 9, 2016 8:58:11 PM(UTC)
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