View Full Version : New Game Type
Sgt. D. Pilla
24-07-07, 19:33
What i want is for in my mod, munition/fuel/manpower points to run out of rescourses at 2000 (max they can give) changing the max rescourse is the easy part .....its adding it either into the game type setup menu....OR as an option SOMEHOW in game as 1 of the first things required to decided on (yes / no) before play begins.....obviously the AI shouldnt be able to decide on it
sry, i don't understand your mod.. do you want each strategic point to have a maximum amount of resources that can be drained?
..please describe in more detail.
Sgt. D. Pilla
25-07-07, 05:01
Yep, thats it, I want 2 new game types, 1 based on the SAME win condition as Victory Point, and the other based on the SAME win condition as Anihalate, but instead each of these 2 new game types the Rescource points only give out a maximum of 1500 rescources before being depleted.
This kind of game type enforces the player to go out and gain more rescource points rather than just sitting in their base and defending
and you already have code for that max resource thing? if so, did you do that in scar? or rgd?.. anyways show me the code you already have! I'll fill out the rest.. should be pretty easy i think.
Sgt. D. Pilla
25-07-07, 10:59
Oh, no code, I did it in each rescource points RGD file via max_rescource_limit
aha.. but how does the player know when the limit is reached?
edit: i dont see "max_resource_limit" anywhere.. maybe you mean "total_amount_of_resources"?
Sgt. D. Pilla
25-07-07, 13:00
A UI message on the side pop's up, the same as Under Attack UI warnings, but it is Rescource Point Depleted, which I found under...
Tuning>UI>Rescource_Depleted>disabled = false
ping_type = general_ping
sound = general_ping
Sgt. D. Pilla
25-07-07, 13:04
aha.. but how does the player know when the limit is reached?
edit: i dont see "max_resource_limit" anywhere.. maybe you mean "total_amount_of_resources"?Yep, thats the one, I knew it was something similar
A UI message on the side pop's up, the same as Under Attack UI warnings, but it is Rescource Point Depleted, which I found under...
Tuning>UI>Rescource_Depleted>disabled = false
ping_type = general_ping
sound = general_ping
in what file is this??
Sgt. D. Pilla
25-07-07, 13:17
A UI message on the side pop's up, the same as Under Attack UI warnings, but it is Rescource Point Depleted, which I found under...
Tuning>The tuning rgd file
EDIT:Thats my bad, I didnt highligh the Tuning part of my sentence
ok so there won't be a counter so the player can see how much is left?
..so now you want a gametype where the player can set the limit (for instance 2000) before the game starts?
Sgt. D. Pilla
25-07-07, 13:42
I need a game type which enforces more strategics because the player cant sit in their base and camp, they will have to go out and capture strategic points so they continue to get an income.
The limit of rescources would be per point, so only 1000 rescources out of each rescource point, if that point is lost to the opponent, the max amount of rescources is reset...
So for example,
Im in my base and notice that im no longer getting an income, I have to go out to capture a point, I capture a point which then becomes depleted after all rescources are earned from it, then the enemy captures it from me again but CAN get an income from it the rescource point has changed hands and is no longer under the same control.
Its a little hard to explain
Its not the player setting the amount its just the amount is permanently set apon chosing of that game type, which would be 1500 rescources per point
aha.. but does your rgd code do this already?
Sgt. D. Pilla
25-07-07, 13:56
The problem with RGD code is its not a choosable game type, its just permanently limited for every game type...
All the RGD code is doing is setting the maximum amount of rescources per point so yes it already does this, but its not a choosable game type, which is what I want, as not everyone likes running out of rescources
yes this is a problem with RGD.. that's why I've only made mods in SCAR so far. I think you should only use RGD to add new stuff (such as new abilities, new units etc.)
I think it's possible to implement this gametype using SCAR with the help of modifiers though.
so if i understand correctly, you want the resource point to have it's max limit again when it changes owner?
Sgt. D. Pilla
25-07-07, 14:21
Yep, thats right...The main reason for using RGD's is 1) the only way i knew how to, and 2) to test it out
ok, but you will need to know some SCAR if you want to make this mod...
In my hold the line mod i already made a function to get all the strategic points:
function World_GetStrategicPoints()
local eg_htlmod_stratpoints = EGroup_CreateIfNotFound("eg_htlmod_stratpoints")
EGroup_Clear(eg_htlmod_stratpoints)
local i
for i = 0, (World_GetNumEntities() - 1) do
local entityid = World_GetEntity(i)
if (Entity_IsStrategicPoint(entityid) == true) then
EGroup_Add(eg_htlmod_stratpoints, entityid)
end
end
return eg_htlmod_stratpoints
end
There's a scar event: GE_StrategicPointChanged.
and there's these modifiers that you can use on the strategic points:
resource_contained_fuel_modifier
resource_contained_manpower_modifier
resource_contained_munition_modifier...so i think with these ingredients you can make your mod.
Sgt. D. Pilla
25-07-07, 15:07
Mk, thanx, Looks like I have alot of Scar coding to learn :(
oh poor guy.. and you also need to learn all those 3d modeling books... hehehe :p
Sgt. D. Pilla
25-07-07, 18:15
Yep, so im gonna slow down a bit and leave the game type for another release some time, im hoping my mate will help me some more with the scar code
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