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modoption idea
Posted: 24 Nov 2009, 15:14
by manolo_
k, i had this idea about a modoption (shouldnt be that hard "just" some lua-work). after some time the map becomes smaller (starting from the boarder) and smaller and the all things will be destroyed that are beyond this boarder. so in the end, the only place that is left to fight is the center of the map. this will avoid porcing and increase the gameplay (as far as i hope)
Re: modoption idea
Posted: 24 Nov 2009, 15:55
by bartvbl
what mod are you talking about?
Re: modoption idea
Posted: 24 Nov 2009, 16:46
by Pxtl
Would work in any mod, actually. This is why I'd love to see UT-style non-exclusive mutators in Spring - mutators that are entirely a blob of Lua code that can be applied to any mod.
edit:
Yeah, I thought of Bomberman too.
Alternately, you could take the Bomberman 64 approach, where there were multiple "end of the world" scenarios depending on the map you chose.
This could be a slowly-increasing number of meteors falling from the sky until it is impossible to survive, or the (lethal) water-level slowly rising.
Re: modoption idea
Posted: 24 Nov 2009, 16:46
by CarRepairer
bartvbl wrote:what mod are you talking about?
He's talking about bomberman mod.
Re: modoption idea
Posted: 24 Nov 2009, 17:36
by smoth
Pxtl wrote:Would work in any mod, actually. This is why I'd love to see UT-style non-exclusive mutators in Spring - mutators that are entirely a blob of Lua code that can be applied to any mod.
No it would not work with gundam. Bases start at the far edges away from each other.
Say it only killed units, you would still be fucked as the way to win is kill the other players econ.
No it would not work with all projects. It is annoying enough that I have to explain that random widgets and ais cannot work with gundam. I don't need this headache also.
Re: modoption idea
Posted: 24 Nov 2009, 17:38
by Neddie
Sure it would work in any mod. It just wouldn't work in most of the things which matter, the games.
Re: modoption idea
Posted: 24 Nov 2009, 18:00
by manolo_
it was just an idea, not for a certain mod
Re: modoption idea
Posted: 24 Nov 2009, 20:39
by LordLemmi
Idea about lua in Games and Mods dsicussion hmm

Re: modoption idea
Posted: 24 Nov 2009, 20:50
by smoth
well he is suggesting a mod option some mods may like. which is perfectly ok.
Re: modoption idea
Posted: 24 Nov 2009, 21:20
by knorke
raising water would be cooler.
Re: modoption idea
Posted: 24 Nov 2009, 21:22
by zwzsg
But raising lava would so hot!
Re: modoption idea
Posted: 24 Nov 2009, 21:57
by knorke
Re: modoption idea
Posted: 24 Nov 2009, 23:10
by Sabutai
Good idea...
Re: modoption idea
Posted: 25 Nov 2009, 00:44
by Google_Frog
This could be implemented with lowering the heightmap, adding a 0,0,0,0 typemap and dis-allowing outside commands. Wait... we need typemap control for that.
Also it is possible to raise/lower water.
Re: modoption idea
Posted: 25 Nov 2009, 01:17
by smoth
Google_Frog wrote:Also it is EXPENSIVE to raise/lower water.
Re: modoption idea
Posted: 25 Nov 2009, 02:07
by Google_Frog
smoth wrote:Google_Frog wrote:Also it is EXPENSIVE to raise/lower water.
http://trac.caspring.org/ticket/1932
I don't see why any other conditions should increase the expense. All the pathing is recalculated right?
Re: modoption idea
Posted: 25 Nov 2009, 02:10
by SinbadEV
a water height change would trigger an entire map recalc... aka like 30 seconds instead of a piece mille one... I think
Re: modoption idea
Posted: 25 Nov 2009, 03:24
by smoth
minor change vs repathing the ENTIRE MAP.
Re: modoption idea
Posted: 25 Nov 2009, 03:34
by zwzsg
Why don't you just draw an orange textured quad, slowly rising, and destroy every unit under it?
Re: modoption idea
Posted: 25 Nov 2009, 03:39
by smoth
LOL that works actually LOL