Infiltration gametype

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Slig
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Joined: 15 Jun 2010, 11:52
Location: TraXicoLand

Infiltration gametype

Post by Slig » 17 Jul 2012, 01:50

Game type
Infiltration
v1.5 , 27/07/2012

Rules
Two teams game mode, inspired from SoF2 Infiltration mode :)

- The attackers must take the briefcase at the pole, then return it to the extract/start point.
- The defenders win the round if they prevent attackers to finish before the end of time.
- The attackers and the defenders win also if they eliminate all opponents.
- Once dead, you do not respawn until the end of the round.
- Score to win the map: 6 (gap: 2 , max: 8)

- You have to show players names (medium size or more) to see the briefcase and extract markers, sorry.
- The player who take the briefcase is (a little) highlighted, a marker is shown few seconds at the last position he shot or was hit.
- When spectator, the 0 key (num pad) allow to spec another player of own team.
Changes:
1.4: setting to allow players to change their weapon, setting to allow friendly fire.
1.5: the briefcase handler have a reduced stamina, mostly to avoid too easy super rush to the extraction point. Can be configured in settings.

Translations: french, deutsch (players with configured 'fr' or 'de' languages will see translated texts)


Settings
Various settings allow to set/change AutoBalance, RoundsToWin, RoundGapToWin, RoundsLimit, RoundTimeLimit, FriendlyFire, WeaponChange, ArmorMax, Reduced stamina for the briefcase handler


Maps Types
You can play Infiltration on most Elite, Heroes and TeamSurvival maps (some won't suit very nice, some will ; when there are more than one pole, the script try to choose the better one depending upon the attackers and defenders spawn points).
Best if you make a map is Elite mode : one attackers spawn, one defenders spawn, and one pole. Just be sure to have the defenders able to reach the pole a little before the attackers as the mode don't force a time before picking it.


Hosting
Actually it is hosted on maniaplanet://#join=traxico-6@SMStorm (location France|Provence|Alpes Maritimes ; no guaranties it will stay there forever)
Save Infiltration.Script.txt in Scripts\Modes\ShootMania\


Rules and messages translations
The ingame rules allow translations (actually only english, french and deutsch)
I'm interested by translations of rules in other languages. If you make one, please make a good one (better have the english one that a badly translated one), then send it to me by PM or post here, and don't forget to indicate the language (with the same name that in the game). All messages are near the beginning of the file.


Have fun :D
Last edited by Slig on 27 Jul 2012, 01:18, edited 13 times in total.

kalstrams
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Re: Infiltration gametype

Post by kalstrams » 17 Jul 2012, 06:30

Now we have to make some SoF2 maps :D

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Omnixor
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Re: Infiltration gametype

Post by Omnixor » 17 Jul 2012, 08:31

kill -> eliminate ^^ good job :thumbsup:
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Alinoa
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Re: Infiltration gametype

Post by Alinoa » 17 Jul 2012, 08:42

GG Slig for the game mode :)
Omnixor wrote:kill -> eliminate ^^ good job :thumbsup:
well said :thumbsup:
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magnetik
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Re: Infiltration gametype

Post by magnetik » 17 Jul 2012, 08:56

played it yesterday and is quite fun !

Good job :thumbsup:
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Slig
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Re: Infiltration gametype

Post by Slig » 17 Jul 2012, 10:49

Omnixor wrote:kill -> eliminate ^^ good job :thumbsup:
Right ! i updated it in the script itself too.
magnetik wrote:played it yesterday and is quite fun !
Yesterday afternoon it was still the previous version : the briefcase handler had a marker, so it was way too easy to find him and intercept ;)

Now he is only highlighted (all others an not highlighted), and to help a little to find him I have set WhenInMiddleOfScreen on EnemiesLabelsVisibility for defenders while the briefcase is handled.

A hud3dmarker with CUIConfig::ELabelsVisibility possibilities would anyway be better, and the best would be to be able add a 3d object (briefcase ?^^) on ground or on a player ;)

Vaalerian
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Re: Infiltration gametype

Post by Vaalerian » 17 Jul 2012, 22:09

Nice mode idea :D

I wanted to make a CTF mode with the same principle : a pole to get the flag, then the flag holder would have a marker and/or highlight, and when he is elimnated a marker would drop on the ground.
But i think i will not have the time to do it (easy for you to extend your mode in a CTF version).

How do you manage the briefcase dropping ? do you put the marker on the last player position even if it's mid-air ? when a player comes to pick it up do you take the height in account (problem with cave maps) ?
Do you have any issue with briefcase picking radius and players that pass too fast through the briefcase ?

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Slig
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Re: Infiltration gametype

Post by Slig » 17 Jul 2012, 22:50

Vaalerian wrote:I wanted to make a CTF mode with the same principle : a pole to get the flag, then the flag holder would have a marker and/or highlight, and when he is elimnated a marker would drop on the ground.
But i think i will not have the time to do it (easy for you to extend your mode in a CTF version).
I won't have time next 2 days. But why not after (despite the fact that i never loved ctf ^^)
How do you manage the briefcase dropping ? do you put the marker on the last player position even if it's mid-air ?
when a player comes to pick it up do you take the height in account (problem with cave maps) ?
Do you have any issue with briefcase picking radius and players that pass too fast through the briefcase ?
Yes, not way to know that the player was in an unusual condition and to know where to put it elsewhere.
It's a 3d radius from the briefcase position
I did not saw a pass through case for now, btw the radius can be increased a little if it seems to happen sometimes...

Btw, in ctf i guess that after some time the flag should simply back to the pole (what time is it usually ?)

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Awpteamoose
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Re: Infiltration gametype

Post by Awpteamoose » 18 Jul 2012, 02:40

I guess if you really want to, you can track carrier's movement each tick and just drop the briefcase to the last position where he had IsTouchingGround.

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Slig
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Re: Infiltration gametype

Post by Slig » 18 Jul 2012, 07:52

Awpteamoose wrote:the last position where he had IsTouchingGround.
I did not thought about this one, nice idea :thumbsup:

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