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Author Topic: about 'multi-mode' maps...  (Read 2732 times)

Dusty

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about 'multi-mode' maps...
« on: December 11, 2010, 07:53:10 pm »

If I were to place multiple objectives (say cp and ctf), what's the order in the game reads them, and which one takes precendence (I know I probably spelled that wrong) ? Does it go CTF>CP>GEN?

Psychopath

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Re: about 'multi-mode' maps...
« Reply #1 on: December 11, 2010, 07:55:39 pm »

CTF is the first thing that is recognized, then CP (a/d is determined by a setup gate), then arena, then generators

Too bad for you it won't function properly.
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Dusty

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Re: about 'multi-mode' maps...
« Reply #2 on: December 11, 2010, 07:59:38 pm »

Wait what?

Psychopath

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Re: about 'multi-mode' maps...
« Reply #3 on: December 11, 2010, 08:02:34 pm »

It just acts weird, alright.

If you are going to feel ballsy enough to try it, don't come crying to me when it doesn't work as you thought it would.
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Dusty

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Re: about 'multi-mode' maps...
« Reply #4 on: December 11, 2010, 08:07:51 pm »

Quote
...Too bad for you it won't work properly...
I say again, 'wait, what?' Sorry if I'm taking that out of context but you are a dev n all

skeleton dude

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Re: about 'multi-mode' maps...
« Reply #5 on: December 11, 2010, 08:09:15 pm »

If it doesn't work make it work  :drool:
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NAGN

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Re: about 'multi-mode' maps...
« Reply #6 on: December 11, 2010, 08:11:29 pm »

the game gets confused as it was built specifically for the fact that every single map must be a specific game mode with the corresponding entities

infact, there are many situations which reference the current gameHUD directly, which is generated when a certain entity exist (such as the intels)
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Agh

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Re: about 'multi-mode' maps...
« Reply #7 on: December 12, 2010, 03:39:29 pm »

If you make a multi stage map, you can make the different stages play in different game modes... I think that works.
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Psychopath

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Re: about 'multi-mode' maps...
« Reply #8 on: December 12, 2010, 06:07:15 pm »

If you make a multi stage map, you can make the different stages play in different game modes... I think that works.
If only it did, sadly it doesn't work out so hot. There are a few...unavoidable flaws.

But I won't stop anyone from trying, it's been a while since I've dealt with the multistage code, so I may be incorrect.
« Last Edit: December 12, 2010, 06:07:48 pm by Psychopath »
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Dusty

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Re: about 'multi-mode' maps...
« Reply #9 on: December 12, 2010, 06:12:15 pm »

From what I remember, the multi-stage code was only used by CP. so, the last stage of a map could be a different type, so long as it's gen.

misty

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Re: about 'multi-mode' maps...
« Reply #10 on: December 13, 2010, 07:04:08 am »

From what I remember, the multi-stage code was only used by CP. so, the last stage of a map could be a different type, so long as it's gen.
You're thinking about changing Dirtbowl's last stage to A/D gen?
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Dusty

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Re: about 'multi-mode' maps...
« Reply #11 on: December 13, 2010, 08:42:15 am »

That was one of my ideas.
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