Creating a standard for checkpoint-based maps
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Re: Creating a standard for checkpoint-based maps
None of the mods have a full system with rarity features at the moment. I'm working on adding what I described to both IW and Evolution.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: Creating a standard for checkpoint-based maps
I'm highly against official standards... but ya, feel free to develop standards however they are necessary.
Re: Creating a standard for checkpoint-based maps
Maybe a default script to extract points from metal map / geo locations can be included in springcontent.sdz, so maps can override this with their own script doing their own thing. (Possibly (usually?) just returning hardcoded values.)
This way the mods that need this control/check points "work" on all maps. According to lurker scheme for example, the default script could just generate points at all metal maxima and all geos. It could then assign rarity based on map area divided by the total number of points of that type it finds, and feature=geo could be assigned for geos.
This way the mods that need this control/check points "work" on all maps. According to lurker scheme for example, the default script could just generate points at all metal maxima and all geos. It could then assign rarity based on map area divided by the total number of points of that type it finds, and feature=geo could be assigned for geos.