Custom Gametype discussion

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Custom Gametype discussion

Post by Teancum »

Okay, just real quick, we know that the Singleplayer part of BF2 has an Assault (storyline mode with objectives) and Hunt (like troops vs ewoks) modes, but has anyone looked at the luas to see what it will take to get them in Instant Action with new maps? I know it can be done, since addme.lua allows you to basically call any type of mission lua and as many as you want, but I'm just not sure it's been done yet.

Here's the list of gametypes I currently feel possible with relative ease in Instant Action:

Team Death Match -- Simple -- we just copy most of the stuff from Hero Assault. It's basically Hero Assault without the heroes. Then we copy the ability to earn hero playing like in Conquest.

Assault -- We can learn a lot from the Singleplayer campaign and go from there... 'nuff said for now.

Hunt -- This one should be simple yet again. It's another variation of Hero Assault, without heroes. This time we don't allow heroes, since Jedi wouldn't slaughter innocent species. Should be really, really easy.


The next question would be the issue of localizing (making the text appear correctly) and things like icons. I'll have to look into that over the weekend. I think that should be fairly easy, too.
flippy11

RE: Custom Gametype discussion

Post by flippy11 »

what about xl mode. would that be possible. its the best mode IMO and would be awsome for small maps that have onl 2 cps.
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RE: Custom Gametype discussion

Post by Teancum »

XL mode? What's that? I haven't ever played it if it came with the game.
Trans

RE: Custom Gametype discussion

Post by Trans »

It is a mode that you can only play on planets like Hoth, Geonosis, and Kashyyyk (may be others) that puts a whole lot of bots on the battlefield at once with uncapturable CP's.
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RE: Custom Gametype discussion

Post by Teancum »

So it's Team Deathmatch.
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RE: Custom Gametype discussion

Post by Teancum »

What do you guys think of an Order: 66 gametype. Essentially you have 10 or so troopers for every jedi -- there's no taking CPs -- it's just jedi vs clones.
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RE: Custom Gametype discussion

Post by flippy11 »

so if there were 9 jedi there would be around 90 clones. if so that would be awsome.
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RE: Custom Gametype discussion

Post by Teancum »

All right, after further investigation:

-"XL" mode (or "Team Deathmach") would be defined with mapname[g or c]_tdm.lua. The layers should be labeled tdm. This is already placed in-game, so you just have to add per-map support and add it to addme.lua

-"Hunt" mode is the same way. The lua is mapname[g or c]_hunt.lua, and the layers should be labeled hunt. The game also supports this by default like XL mode.

-"Campaign" mode (NOT Hero Assault, but rather the campaign mode) is also supported, though there is no localization nor an icon for the instant action menu. We don't yet know how objective-based gameplay will fare in multiplayer, either - but it is certainly possible

-"Order 66" mode (a new, made up mode) should be relatively easy to do. It has no icons nor localization since it would be a new game mode, but would be quite easy to script, since it's basically just "Hunt" mode, with the jedi being hunted. I might look into this after getting Bespin: Platforms and Yavin: Arena done
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RE: Custom Gametype discussion

Post by Qdin »

Campaign Mode:

in the .lua file of one of my maps :roll: I wrote the mode as "Campaign" even though I wrote this in the Conquest .lua :P and it works, so I basicly think that it's up to people if they want to make one of the modes "Campaign".
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RE: Custom Gametype discussion

Post by Teancum »

Okay, so I have XL mode showing up in the select screen, but it crashes once you actually launch. It gives an error of not being able to find [mapname][era]_xl.lvl. Has anyone found the solution?

BTW, I have 1 and 2 flag CTF figured out. I'll be posting a tutorial soon hopefully.
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RE: Custom Gametype discussion

Post by squipple »

I think a space CTF (1 or 2 flag) where you had you bring the flag into the hangar, get out of the vehicle, and walk into a goal (say, in the shield room or something) would be cool. Gives each team a chance to have a defensive position on foot and requires a little more strategy. The flag would need to be able to change form from the canister thing when in space to the regular flag while inside.
Last edited by squipple on Sat Feb 25, 2006 3:04 pm, edited 1 time in total.
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RE: Custom Gametype discussion

Post by sh4d0wl0rd »

How about conquest in space with more that only 2 cap ships? Is that possible?
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RE: Custom Gametype discussion

Post by guru »

Grab N' Go!

You must collect credits to pay off a bounty on your head. Any factions work.
How about when a map loads there are 10-30 random places on teh map where piles of hidden credit$ appear, you must loot them within a 5 minute period or fail and be killed by the un-named bounty hunter. You can team up with others to get the credits but any pile can only be taken once and each is protected by any of 5 new bounty hunter class/race/. First person or team with say 1000 credits wins!

Just a thought.
st2005

Re: RE: Custom Gametype discussion

Post by st2005 »

Teancum wrote:All right, after further investigation:


-"Campaign" mode (NOT Hero Assault, but rather the campaign mode) is also supported, though there is no localization nor an icon for the instant action menu. We don't yet know how objective-based gameplay will fare in multiplayer, either - but it is certainly possible
have you made in progress on this?

i renamed the ABCc_c file to ABCc_con and when you play the conquest, up comes the campaign game

pretty neat

however, in multiplayer, i can't figure out how to make two people be on the same side, it comes up with auto select, even though in the setup for the session i entered player select

the only think i can find is in the objective script which is the parent script for all objective missions is the multiplayer = false which i changed to true

but that didn't seem to make any difference

script section attached from objective.lua

Objective =
{
--fields that need to be specified on creation
teamATT = 1,
teamDEF = 2,
text = nil, --the text that shows up for both teams. This overrides textATT and textDEF!
textATT = nil, --the text that shows up for the attackers
textDEF = nil, --the text that shows up for the defenders
popupText = nil, --the text that goes in the popup when the objective starts. if not defined, will not show a popup. only works if multiplayerRules == false
multiplayerRules = true, --if set to true, then the objective will be set up to use special multiplayer rules, otherwise
-- will run with single player/coop rules.
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RE: Re: RE: Custom Gametype discussion

Post by jangoisbaddest »

I had an idea about order 66 mode, but it was before I even knew there were mod tools being released for BFII. I'm going to try making one for Coruscant! By the way, how exactly do you add a gamemode to a level already in the base game?

Also, if we can get the objective - based gameplay to work, here's a gametype: Raid. There would only be one of the two CW/GCW factions vs pirates. Basically the goal for the pirates is to board the ship and take five or so items (supplies) from the cargo bay, then return to their own ship and deposit the loot in their own bay. It's like a more hectic and involved version of CTF, only one team would be on offense and the other on defense.

Idea #2: Hunt mode with rancors??? Can we make them move?
Last edited by jangoisbaddest on Mon Mar 13, 2006 1:18 am, edited 1 time in total.
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Post by -_- »

I'm surprised no one mentioned RACING =)
st2005

Re: RE: Re: RE: Custom Gametype discussion

Post by st2005 »

jangoisbaddest wrote:I had an idea about order 66 mode, but it was before I even knew there were mod tools being released for BFII. I'm going to try making one for Coruscant! By the way, how exactly do you add a gamemode to a level already in the base game??
in the mod tools they give you coruscant, including the campaign game

you drop it in the addon file like any addon and go at it but you can't play the campaign game unless

you rename it as i outlined above so it takes the place of one of the other instant action games

so in instant action you can play the coruscant nightfall campaign

i was using the naboo map, problem is in multiplayer, it runs fine, it's just i can't get player select for the multiplayer mode, it defaults back to auto

i was trying to get two people on the same side and the other problem is if you end up on the 'wrong' side you might not be able to respawn etc.

maybe with three computers it would work but that seems akward

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RE: Re: RE: Re: RE: Custom Gametype discussion

Post by [RDH]Zerted »

Racing would be a good mode. Racing in space would be even better than land racing.

I'm working on an AI vs Human mode. Humans play aganist the AI bots. I have it working on a single map, but haven't been able to created it as a game type yet.
TAW_pinx

RE: Re: RE: Re: RE: Custom Gametype discussion

Post by TAW_pinx »

So...if I have the lua's ready and the different game types don't show up in-game, do I just need to add them to the addme.lua file to get them to show? Anyone?
froshthewookie

RE: Re: RE: Re: RE: Custom Gametype discussion

Post by froshthewookie »

I am working on a hunt mode, but I can't get it to show up in the game...
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