<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Again the first MvM plugins allowed for MvM play but has a bug with team 2 where you couldn't weld your CC and would dmg it without FF. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
MVM play is completely possible in stock NS, no plugins required. So what you're describing is an MVM map without any plugins. Some plugins were released soon after MVM was worked on which forced team glowing, and then a day or two later, two plugins were released which both fix the CC weld/dmg bug... To my knowledge those are the only two still available (until you release yours). There is also a fun mode MVM plugin available (capture the gorge), however, that doesn't count since it changes gameplay, not fixes it.
I'd like to see how you did it using less resources than the ones currently available, since they do it as efficiently as I could possibly imagine. (Move the team 3 CC off map, replace with a team 2 CC, trigger 10k damage on team 3 when the team 2 cc is destroyed.)
Again that way of doing the MvM is dependant on the mappers and not the plugin. This allows people to make a map normally. just changing the type of team 2. Currently besides changing dmgs MvM works fine. AvA is another story though I finally got it down to the 2 bugs, 1 where ya can see other teams classes and the other where team 2 does not recieve thier abilities. <a href='http://www.modns.org/forums/index.php?showtopic=456&view=findpost&p=3539' target='_blank'>http://www.modns.org/forums/index.php?show...findpost&p=3539</a> That is a post, if ya could take a look at it [mahn[sawce, that describes currently what I'm trying to do... but it's not working.
Ganja, look at the date on this post and then try the plugin. Uses very little resources, forces glow, and fixes welding: <a href='http://www.modns.org/forums/index.php?showtopic=414' target='_blank'>http://www.modns.org/forums/index.php?showtopic=414</a>
Also look at this one (later in the thread): <a href='http://www.modns.org/forums/index.php?showtopic=413' target='_blank'>http://www.modns.org/forums/index.php?showtopic=413</a>
I'm surprised someone who had been visiting the modns.org forums would miss both these posts.
Oh and I almost forgot. This is back on page three: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=68487' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=68487</a>
And again it's dependant on the mappers not the plugin. This plugin makes it simple for mappers and already has the potential for NS MvM mode. AvA NS mode at this point is not possible due to the way the hives spawn. but AvA CO is almost done.
<!--QuoteBegin-GanJa-BFD+Apr 28 2004, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GanJa-BFD @ Apr 28 2004, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And again it's dependant on the mappers not the plugin. This plugin makes it simple for mappers and already has the potential for NS MvM mode. AvA NS mode at this point is not possible due to the way the hives spawn. but AvA CO is almost done. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Dependant on the mappers? What are you talking about? To make MvM mode work a mapper must and has always had to do this:
-Team 1 CC, Team 1 starts. -Team 3 CC, Team 2 starts. -Info_gameinfo made so that both teams are marines. *For weld fix: Loaded the plugin that moved the Team 3 CC away and spawned a Team 2 CC in its place.
If you are trying to say that your plugin takes a non mvm map, replaces the hive with a team 2 cc etc then maybe you should have said that, and I'll give you credit for that. I would still like to see "mapper dependant" clarified though. If your plugin takes the above circumstances and fixes it then there is nothing new to see here.
no my plugin doesn't but not a bad idea... hmm wounder if I can change the type of team team 2 is... o.O interesting idea would make mapping even easier then this.... BTW since you got it to spawn a CC with a certian team mind letting me see that code and see if it can be adapted to AvA. Cuz currently AvA is CC only =(
Yes Ganja, everything you would need is on modns.org. Just look in either the AMX or Metamod sections and download either my plugin or mahnsawce's and you'll see how spawning is done.
Comments
Again the first MvM plugins allowed for MvM play but has a bug with team 2 where you couldn't weld your CC and would dmg it without FF.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
MVM play is completely possible in stock NS, no plugins required. So what you're describing is an MVM map without any plugins. Some plugins were released soon after MVM was worked on which forced team glowing, and then a day or two later, two plugins were released which both fix the CC weld/dmg bug... To my knowledge those are the only two still available (until you release yours). There is also a fun mode MVM plugin available (capture the gorge), however, that doesn't count since it changes gameplay, not fixes it.
I'd like to see how you did it using less resources than the ones currently available, since they do it as efficiently as I could possibly imagine. (Move the team 3 CC off map, replace with a team 2 CC, trigger 10k damage on team 3 when the team 2 cc is destroyed.)
Currently besides changing dmgs MvM works fine. AvA is another story though I finally got it down to the 2 bugs, 1 where ya can see other teams classes and the other where team 2 does not recieve thier abilities.
<a href='http://www.modns.org/forums/index.php?showtopic=456&view=findpost&p=3539' target='_blank'>http://www.modns.org/forums/index.php?show...findpost&p=3539</a>
That is a post, if ya could take a look at it [mahn[sawce, that describes currently what I'm trying to do... but it's not working.
<a href='http://www.modns.org/forums/index.php?showtopic=414' target='_blank'>http://www.modns.org/forums/index.php?showtopic=414</a>
Also look at this one (later in the thread):
<a href='http://www.modns.org/forums/index.php?showtopic=413' target='_blank'>http://www.modns.org/forums/index.php?showtopic=413</a>
I'm surprised someone who had been visiting the modns.org forums would miss both these posts.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=68487' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=68487</a>
This plugin makes it simple for mappers and already has the potential for NS MvM mode. AvA NS mode at this point is not possible due to the way the hives spawn.
but AvA CO is almost done.
Ip addresses if there is some.
This plugin makes it simple for mappers and already has the potential for NS MvM mode. AvA NS mode at this point is not possible due to the way the hives spawn.
but AvA CO is almost done. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dependant on the mappers? What are you talking about? To make MvM mode work a mapper must and has always had to do this:
-Team 1 CC, Team 1 starts.
-Team 3 CC, Team 2 starts.
-Info_gameinfo made so that both teams are marines.
*For weld fix: Loaded the plugin that moved the Team 3 CC away and spawned a Team 2 CC in its place.
If you are trying to say that your plugin takes a non mvm map, replaces the hive with a team 2 cc etc then maybe you should have said that, and I'll give you credit for that. I would still like to see "mapper dependant" clarified though. If your plugin takes the above circumstances and fixes it then there is nothing new to see here.
BTW since you got it to spawn a CC with a certian team mind letting me see that code and see if it can be adapted to AvA. Cuz currently AvA is CC only =(