December 05, 2021, 02:36:08 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Due to a rise in bot activity, new posters need to be approved before posting.

Join the community Discord server!

Pages: [1]

Author Topic: 1 CP maps  (Read 2217 times)

Chu

  • Dino man
  • 2011 Haxxy Award Winner
  • *
  • Karma: 26
  • Offline Offline
  • Posts: 2732
  • hm
    • Steam Account
1 CP maps
« on: November 29, 2010, 05:23:19 pm »

Will a CP detect two separate capture zones as its own, and if not will it work if the two capture zones were connected by a string of capture zones?

In other words, will this work:


OOO          V          OOO


Or this:


OOO         V       OOO
OOO                 OOO
OOO                 OOO
OOOOOOOOOOOOOOOOOOOOOOO
« Last Edit: November 29, 2010, 05:23:30 pm by Chu »
Logged
Click links.

Agh

  • 2012 Haxxy Award Winner
  • *
  • Karma: 174
  • Offline Offline
  • Posts: 2439
    • My maps
Re: 1 CP maps
« Reply #1 on: November 29, 2010, 05:34:10 pm »

Capture Zones can be any size and shape. The way it works is that each "capture zone"- entity gets always associated with the nearest "Control Point" entity, even if "nearest" means two screens away.
« Last Edit: November 29, 2010, 05:35:08 pm by [GA]Agh »
Logged

L

  • Guest
Re: 1 CP maps
« Reply #2 on: November 29, 2010, 05:50:56 pm »

The only problem is it has to assign a team colour to the point.

GG2 then checks to see if all the points are of the same colour; one point, one color, as soon as map starts autowin.
« Last Edit: November 29, 2010, 05:52:24 pm by not Nagn »
Logged

Psychopath

  • Developer In Training
  • ******
  • Karma: 167
  • Offline Offline
  • Posts: 6696
  • Stop telling me to do things
Re: 1 CP maps
« Reply #3 on: November 29, 2010, 05:54:42 pm »

The only problem is it has to assign a team colour to the point.

GG2 then checks to see if all the points are of the same colour; one point, one color, as soon as map starts autowin.
Neutral
Logged
Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: :o

L

  • Guest
Re: 1 CP maps
« Reply #4 on: November 29, 2010, 05:58:23 pm »

does gg2 do that?

last time i recall maps ending automatically then again that was at 2.1
Logged

NAGN

  • Developer
  • ******
  • Karma: 146
  • Offline Offline
  • Posts: 16769
  • Yeah so now I have an idea
Re: 1 CP maps
« Reply #5 on: November 29, 2010, 06:07:39 pm »

you have to place them EXACTLY at the same point which is really impossible to do considering garrisonbuilder isn't precise at all
Logged

Psychopath

  • Developer In Training
  • ******
  • Karma: 167
  • Offline Offline
  • Posts: 6696
  • Stop telling me to do things
Re: 1 CP maps
« Reply #6 on: November 29, 2010, 06:49:34 pm »

Capture Zones are automatically tethered to the closest Control Point object. If there is only 1 Control Point object, all Capture Zone objects will be tied to it.
Logged
Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: :o

Chu

  • Dino man
  • 2011 Haxxy Award Winner
  • *
  • Karma: 26
  • Offline Offline
  • Posts: 2732
  • hm
    • Steam Account
Re: 1 CP maps
« Reply #7 on: November 29, 2010, 06:52:40 pm »

Alright, thanks.
Logged
Click links.

NAGN

  • Developer
  • ******
  • Karma: 146
  • Offline Offline
  • Posts: 16769
  • Yeah so now I have an idea
Re: 1 CP maps
« Reply #8 on: November 29, 2010, 07:06:20 pm »

Capture Zones are automatically tethered to the closest Control Point object. If there is only 1 Control Point object, all Capture Zone objects will be tied to it.
orly
Logged
Pages: [1]
 

Page created in 0.021 seconds with 35 queries.