Multi-managers and map gameplay
MonsieurEvil
Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
<div class="IPBDescription">Maybe you can tell me</div>Let me preface this by saying 'I am not a mapper'.
I was wondering if it would be possible to use multi-managers to create a self-destruction countdown map. For example, you could have the standard Marines vs. Alien gameplay. All during play, the players would do their usual thing, but when the last hive got destroyed (say, in the engine room of a ship), it would start a 20 second countdown, with audio files being used to countdown ("10 seconds to self destruct"). All the surviving Marines would now have to haul arse to escape pods and get off the ship. Then everyone left over explodes ala Crossfire.
It wouldn't really matter in the grand scheme of gameplay, but it would be a cool effect and would let the round end on an exhilirating note. Not sure if this would require extra mod code though.
Just curious.
I was wondering if it would be possible to use multi-managers to create a self-destruction countdown map. For example, you could have the standard Marines vs. Alien gameplay. All during play, the players would do their usual thing, but when the last hive got destroyed (say, in the engine room of a ship), it would start a 20 second countdown, with audio files being used to countdown ("10 seconds to self destruct"). All the surviving Marines would now have to haul arse to escape pods and get off the ship. Then everyone left over explodes ala Crossfire.
It wouldn't really matter in the grand scheme of gameplay, but it would be a cool effect and would let the round end on an exhilirating note. Not sure if this would require extra mod code though.
Just curious.
Comments
and i said that marines have to go in colony (ship could be ok to) and but explosives to main reaktor room - but aliens have to go to operations area and take a disc wich allow them to control dropship and then escape with it
anyway that ur idea reminds me first that alien first movie sceen where ripley self-destructs a nostromo to kill that f alien ####### ### <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Eh, maybe I'm not supposed to answer this. Oh well. That's what I can make of it.
(edit)I've been pondering this more, hence a more coherent response below(/edit)
If there were only an "If: Then" entity... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Multimanagers can only have 16 fields (Or was that 15, since the targetname takes up a field?), so if you run out of fields you can always have two multimanagers with the same name, so they both get triggered at once.
So once all hives have been killed (Using a multisource and env_global system to act as the 'AND' gate), it triggers the multimanager and the script begins <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
an idea spread out of my mind just now...improving this effect i think...uhm uhm
if u read the mapping notes linked in the pinned FAQ topic...you'll see they have that field
red alert means that damage is so big that overloading is unstopable , code yellow - big damage - but still can stop overloading and green is smallest damage
The amount of code for this on my end is almost zero, and the drama of an exploding starship gives me enough shivers to make me want to put this in immediately. I really don't want to have multiple gameplay modes for the first release though. I will definitely consider it as we get closer to the first public release though.
than destroy it - and if theres ship "clean" then why u need
to do it ? so , why not to explode some important system
(reactor , engine , both of them or controll tower) in this ship wich cost chain reactions and ship explodes ?
or make a mission like in counter-strike - bombing with c-4
i got the idea from gloom(bugport map themes)
we have a map that is divided into 2 different sections, the marines have 30min to kill the aliens hive(s) or the aliens win...else the marines win...of course i do have a story to go with this =]
the map is being designed to have a split enviroment so that the marine team needs to decide on how they are going to attack
my question is is there a way to make 1 team lose if they don't kill the hives within a certain time period
?
It is a neat idea, but the execution of it would be very tricky! The trigger_endgame (or something similar to the old "gamestartedstatus") would be needed to trigger when all hives were down. Something like taht I mean.
Either way, I think this (along with the "cutscenes") have been put on indefinate hold.
Yeah, I didn't even realize the original post date. I just ran across it by accident (think I was searching for 'timer' and noticed it was of a similar theme as our map.
So, no one is certain of a way to do it or if it is even currently possible? How about in 1.1, will we have the necessary entities? Devs?
hearing this evokes the following reaction...
AAAAAAH NOooooo
::screams in horror and runs in the other direction, similar to what is done when onos come charging at you::
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
I have a question though... say I had a map where aliens had to chew a wire to win. How would I win the game for the Kharaa once they have chewed the wire? Is there an entity that will win the game?
Exactly, that is what we need to know, and noone has seemed able to answer that so far.
Right now I picture the marines destroying the 3 hives then an audible coundown being heard. The marines have 20 seconds to get to a previously locked POD or something and push the take off button. You could then make a moving train and trick the marines into thinking they are watching the ship/station blow up by some sort of animated textures. During this time, the alien team can just sit and watch in third person mode... Just an idea. The problem I forsee is what to do with the marines who don't make it in time. It would be too much trouble to make a large trigger presence.
Any thoughts?