How to make a node that can be capped by either side?
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How to make a node that can be capped by either side?
I come from TF2 as my main FPS before Storm, and I really like the modes where both teams were had to try and capture a set of nodes (usually in order - ABC or CBA, depending on the side). I am trying to figure out how to make a node that works that way in SM... any insights from the more seasoned modders?
Re: How to make a node that can be capped by either side?
Try like this :
1 red guy give +x per second
1 blue guy gives -x per second
blue capture -nx, red capture +nx
At least how I would to that.
and add
if both on point, capture rate = 0
Theoretically, this is how I would do it. But I am not a modder.
1 red guy give +x per second
1 blue guy gives -x per second
blue capture -nx, red capture +nx
At least how I would to that.
and add
if both on point, capture rate = 0
Theoretically, this is how I would do it. But I am not a modder.
Re: How to make a node that can be capped by either side?
Taking a good look and understanding how the standard Battle and BattleWaves scripts work should greatly help at clarifying and giving you some ideas on how to implement this.
There is a section on it commented "Capturing points" where the magic really happens. And a section defining each pole's clan just before the main rounds loop on it that should be very helpful too.
So to make it change color, you just change its Pole.Gauge.Clan to whatever team has the most people on in when its Pole.Gauge.Value reaches 0. Make its Pole.Gauge.Speed +1 for each person capturing it and -1 for each person trying to deny the cap (like kalstrams suggested), or use a deny system like, whenever there is at least one defender and one attacker on the pole it doesn't change its gauge at all, making capturing and reverting the capture possible only when there's members of only one team on the pole (like TF2 and SM's standard Battle). But those are the three main variables you'll want to understand Pole.Gauge.Speed (the current rate of capture), Pole.Gauge.Clan (the color of the pole) and Pole.Gauge.Value (the current value of the pole's gauge, you can also use ValueReal).
To full documentation about it, keep in mind the poles are CSmBlockPole Structs:
http://mlepp.com/sm/maniascript/html/st ... _pole.html
There is a section on it commented "Capturing points" where the magic really happens. And a section defining each pole's clan just before the main rounds loop on it that should be very helpful too.
So to make it change color, you just change its Pole.Gauge.Clan to whatever team has the most people on in when its Pole.Gauge.Value reaches 0. Make its Pole.Gauge.Speed +1 for each person capturing it and -1 for each person trying to deny the cap (like kalstrams suggested), or use a deny system like, whenever there is at least one defender and one attacker on the pole it doesn't change its gauge at all, making capturing and reverting the capture possible only when there's members of only one team on the pole (like TF2 and SM's standard Battle). But those are the three main variables you'll want to understand Pole.Gauge.Speed (the current rate of capture), Pole.Gauge.Clan (the color of the pole) and Pole.Gauge.Value (the current value of the pole's gauge, you can also use ValueReal).
To full documentation about it, keep in mind the poles are CSmBlockPole Structs:
http://mlepp.com/sm/maniascript/html/st ... _pole.html
Re: How to make a node that can be capped by either side?
Trickiest is to make decap happen in my variant. I mean, one red guy got the flag to 15%, 3 blue guys drop in, bud red is surviving. Yet they start to decap the flag with speed |-2|.
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- Joined: 20 Jun 2011, 20:37
Re: How to make a node that can be capped by either side?
Froyd, that is exactly the direction I needed to get moving on this. Many thanks!
kalstrams, I think that I would rather have it set up so that you have to be the only team on the flag to move the gauge.
Now, I'm starting to think about expanding on the theme - perhaps locking the goal for a few seconds after it's been capped, to draw attention away from it briefly...
Hmmm... time to dive into the battle script...
kalstrams, I think that I would rather have it set up so that you have to be the only team on the flag to move the gauge.
Now, I'm starting to think about expanding on the theme - perhaps locking the goal for a few seconds after it's been capped, to draw attention away from it briefly...
Hmmm... time to dive into the battle script...
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