Can anyone think of a way to have any team spawn from one CP (one spawn path)?
I've got a deathmatch mode working, but when every unit is attacking every other unit, no one can spawn anywhere. I figured out a way around it in instant action battles, but the fix doesn't as good in multyplayr battles.
Universal CPs
Moderator: Moderators
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
-
- Sith
- Posts: 1396
- Joined: Tue Jun 07, 2005 11:50 am
RE: Universal CPs
You mean it doesnt work because the CPs are captured and you can't spawn from a "neutral" cp?
- EraOfDesann
- Jedi Admin
- Posts: 2170
- Joined: Mon May 30, 2005 5:22 pm
- Location: North Texas
- Contact:
I'm a little confused by your post but I think I get what you're trying to say. A "free for all death match" is impossible (I think) but you can do team death match because only one team can spawn at a command post. What I recommend you do is spread out all the spawn nodes across the map which will enhance the feel of a death match.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
- EraOfDesann
- Jedi Admin
- Posts: 2170
- Joined: Mon May 30, 2005 5:22 pm
- Location: North Texas
- Contact:
You can't have two factions share a single cp but you can do this:
Use conquest mode and set reinforcments to -1 (only way to end match is by timer) and skip the capture regions,
Go to the the points script and set points so all kills are worth 1. (-1 added to kill score is inevitable.)
Set spawn points so cps parallel each other.
The inevitable problem for this FFA: if more than one person spawns at the same point, kinda kills even a remotely safe respawn.
This way, you avoid having to match ended by a team's score.
Use conquest mode and set reinforcments to -1 (only way to end match is by timer) and skip the capture regions,
Go to the the points script and set points so all kills are worth 1. (-1 added to kill score is inevitable.)
Set spawn points so cps parallel each other.
The inevitable problem for this FFA: if more than one person spawns at the same point, kinda kills even a remotely safe respawn.
This way, you avoid having to match ended by a team's score.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Nope, I already have a free for all death match. You can kill anyone, and the AI kills everyone too. Everyone shows up as red. Even your own mines blow you up.[GT]EraOfDesann wrote:...A "free for all death match" is impossible...
The problem I am having is when the teams are all set as enemies, for some reason units don't respawn after they die. I can get around this by settings the teams back to normal when a human dies, thus all the AI bots will respawn. But if you're a good player, and you can kill all the bots, they won't come back because you never died. This turns it into a last man standing mode, which is not what I'm trying to do.
Currently I'm trying a different way around the problem using timers, but I haven't gotten it working yet. It would be easier if a CP could be set to respawn units of any team.
Edit: I finally got my timers working. I had them out of scope...