King of the Hill - CA - Page 2

King of the Hill - CA

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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: King of the Hill - CA

Post by Noruas »

How hard would it be to push the cart?
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: King of the Hill - CA

Post by Acidd_UK »

That would be sweet
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: King of the Hill - CA

Post by Licho »

Rewritten it to this (exprimentally):

* any unit, except owl, can be used to capture the hill
* if there are 2 teams at once, timer is paused
* if you eliminate all enemy units, timer is reset
* support for multiple boxes(hills). Treated as one distributed area -> you have to hold at least one, but if enemy controls the other, its contested.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: King of the Hill - CA

Post by imbaczek »

Licho wrote: * support for multiple boxes(hills). Treated as one distributed area -> you have to hold at least one, but if enemy controls the other, its contested.
make it majority vote for box control.
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Alchemist
Posts: 81
Joined: 21 Oct 2005, 23:46

Re: King of the Hill - CA

Post by Alchemist »

Fixes.....

Code: Select all

- All mines blocked from acquiring control.
- Added grace period (min 0, def 2, max 5) while active no team can capture a box.
- Fixed format on text. (4:3 becomes 4:03)
- When hill becomes contested, color goes back to white.
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Licho
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Re: King of the Hill - CA

Post by Licho »

Even with fixed modoptions it spams errors when hill is contested now. Check it out.
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Alchemist
Posts: 81
Joined: 21 Oct 2005, 23:46

Re: King of the Hill - CA

Post by Alchemist »

fixed... silly typos D:
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