[Closed] Pickable Objects in Team Red/Blue

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xpaliminium's picture
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Joined: Nov 2005
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Hi,

I'm working on a cfg for something for fun that is kinda what I have proposed like 3years ago as gametype Happy

It is something similar to hide and seek I have proposed, but now I wanna make a cfg + maps for pacman.
I know, this sounds crazy ^^

Well anyway, the features I need actually are :

	Team Red {
		Start Weapon = WP_GRENADE_LAUNCHER;
		Start Weapons = WP_GRENADE_LAUNCHER | WP_BFG;
		Start Powerups = PW_NONE;
		Pickable Items = IT_ALL;
		Pickable Weapons = WP_SHOTGUN;
		Pickable Powerups = PW_BATTLESUIT;
	}
 
	Team Blue {
		Start Weapon = WP_GRAPPLING_HOOK;
		Start Weapons = WP_GAUNTLET | WP_GRAPPLING_HOOK | WP_GRENADE_LAUNCHER | WP_BFG;
		Start Powerups = PW_NONE;
		Pickable Items = IT_NONE;
		Pickable Weapons = WP_NONE;
		Pickable Powerups = PW_NONE;
	}

because pacman has to pick red health or armor continusly Tongue and monsters not. and in map corners or whatever there is the super points, there pacman gets battlesuit (0 damage) and a weapon to chase back monsters. xD

simple example to understand:

Items = IT_ALL;
Team Red -> Pickable Items = IT_ARMOR_BODY;
Team Blue -> Pickable Items = IT_HEALTH_MEGA;

Here all items are available on map.
Red team players can pick up only red armor.
Blue team players can pick up only mega.

The effect I need is like what happens when you reach Health Soft Limit and pass through IT_HEALTH, you don't pick it.

But as we are on it, lets complete the code.
By default, in default.cfg this should be :

	Team Red {
		Start Weapon = 0;
		Start Weapons = 0;
		Start Powerups = 0;
		Pickable Items = IT_ALL;
		Pickable Weapons = WP_ALL;
		Pickable Ammos = AM_ALL;
		Pickable Powerups = PW_ALL;
		Health = 0;
		Armor = 0;
		Weight = 1.0;
	}
 
	Team Blue {
		Start Weapon = 0;
		Start Weapons = 0;
		Start Powerups = 0;
		Pickable Items = IT_ALL;
		Pickable Weapons = WP_ALL;
		Pickable Ammos = AM_ALL;
		Pickable Powerups = PW_ALL;
		Health = 0;
		Armor = 0;
		Weight = 1.0;
	}

I magine how this can be interesting, example :
- Red have high health + armor level, can pick up battlesuit, but they move slowly and have light/weak weapons
- Blue have normal health+armor, can pick up quad, but they move fast and have slow/strong weapons

This is just an example and can give additional flexibility and divesivity to cfgs.

Finally, if this seems a lot of work let it after 1.04 is released.

regards,

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

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xpaliminium's picture
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Re: [Suggestion] Pickable Objects in Team Red/Blue


in feeddback

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

mow Q [EN]
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Joined: Nov 2003
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Re: [Suggestion] Pickable Objects in Team Red/Blue

in "Things the world does not need - Forum"

sry, in my oppinion it is not worth to put effort in it, as long there are really important things to do.

Sander
sander's picture
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Joined: Jul 2009
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Re: [Suggestion] Pickable Objects in Team Red/Blue

I think its very IMPORTANT and i really neeeeed it (ofcourse not for "pacman" gametype, but 1 idea and map for that i have done)
Atleast i can bring 3-4 more ppl to E+ if such thing could be implemebted