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Turf and Flag game, awsome if someone would do it!

 
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Cyphen02
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PostPosted: Mon Sep 25, 2006 12:10 am    Post subject: Turf and Flag game, awsome if someone would do it! Reply to topic Reply with quote

It would be amazing for someone to come up with a Twcore or Mervbot plugin (preferably Mervbot) plugin that allowed a flag game and Turf game to go on at the same time, but the flag game used the ?jackpot , and the turf flags was like the basewars plugin for mervbot, but it gives a fixed amount of points instead of the ?jackpot!! This would allow a turf/flag game hybrid zone, where people could fight in the mini bases for control of turf flags for a certain amount of time while battling over the holdable flags in the bigger bases, or milking the ?jackpot by just flying around killing!!


Please post here, even if you can't do it but know it is possible!!



Thanks -- Cyphen02
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PostPosted: Mon Sep 25, 2006 12:15 am    Post subject: Reply to topic Reply with quote

You can't have two different flag modes set at the same time. icon_sad.gif
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PostPosted: Mon Sep 25, 2006 2:48 am    Post subject: Reply to topic Reply with quote

You could use balls instead of flags for the flagging game and it would work fine (override the powerball graphic with a blank one, and use overlaying lvz images flags), although the bot would need to keep track of the jackpot and people could drop "flags" whenever they wanted (by firing the ball). Also, they wouldn't transfer when people died (although you could pick up the ball and fire it on the player that killed the person, giving him a 99% chance of picking it up). Player's couldn't warp with flags, as they'd fire the ball (although the bot could pick up on this and warp them and fire the ball on them; you'd still need a way to check if they had full energy, which is possible with energy view).

A nicer solution would use ASSS and prevent people from firing the powerballs. It could also use the actual ?jackpot command which people could check as normal. When people die with flags you could transfer the flag(ball) carrier seemlessly.

You could even overlay the powerball graphic with a flag graphic lvz image, and make the powerball pickup sound be the flag pickup sound, and use LVZ to make it look like there's a timer so they think they're actually carrying a flag (and force a drop when it runs out). You could even use different LVZ's for each team's flags, so freq 0's flags will always be green, freq 1's will always be purple, freq 2's will always be red, and so on.

As for not being able to warp, if you maintain the state internally instead of making them carry powerballs (you could still use them for the pickup sound), it would solve that problem, but their name wouldn't appear red and they wouldn't look red on radar. I wonder if you could even force flag pickups in turf mode by using ASSS.
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Cyphen02
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PostPosted: Mon Sep 25, 2006 9:05 am    Post subject: Reply to topic Reply with quote

Hmm, to do it the ASSS way (which looks easier) to I convert the whole zone over to ASSS?
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Doc Flabby
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PostPosted: Mon Sep 25, 2006 11:26 am    Post subject: Reply to topic Reply with quote

What about doing it the other way round.

The flag game is run in the settings as normal.

But the turf game is controled by the bot and lvz.

When a ship enters a certain area which has a lvz of a flag the lvz graphic is changed.

But i know in tw (barwarp in ?go javs) there is bot that will warp people to a new area if they enter that area so im sure a similar thing could be done but instead of warping the player it just changes the lvz image. The bot could then grant people points every so often?

I have no idea if what i said i possible or how to do it.
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Witchie NL
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PostPosted: Mon Sep 25, 2006 1:40 pm    Post subject: Reply to topic Reply with quote

yep thats posible. but you need to know the exact coords of the lvz and it will need alot of integers.
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PostPosted: Mon Sep 25, 2006 2:18 pm    Post subject: Reply to topic Reply with quote

I like that idea Doc, although with powerballs you're limited to eight tuf flags, unless you cycle them around periodically (like every 0.25 seconds), which is possible. That's probably easier to code than the way I described it.

Yeah, for the ASSS way you'd need to convert the whole zone to ASSS, but that's not as hard as it seems. The settings, maps, and lvz can stay pretty much the same. The difficult part is just learning the new commands and file layout, but in my opinion it's well worth it.
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Cyphen02
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PostPosted: Mon Sep 25, 2006 6:22 pm    Post subject: Reply to topic Reply with quote

Hrmm... Can anyone help me do it the way Doc Flabby said? But also:: Couldn't you just make a .lvz that looks like flag, and like doc flabby said, you go over it and it gets turned into diff color, and the bot kind of reads it as being captured by that freq, like freq 0 now owns that object, and if a freq owns every object for a certain amount of time, they win ?


Like I said, if you can help, please, PLEASE, post here or contact me in-game as Cyphen02!!
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D1st0rt
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PostPosted: Tue Sep 26, 2006 1:31 am    Post subject: Reply to topic Reply with quote

I got asked to make a better warp module for what Flabby was talking about, and while they have decided to not use it for whatever reason it could be modified possibly for this purpose. What it does is takes a matching image and configuration file to warp players that enter one defined region to a random point within another specified region.

If there is still anyone out there who writes for TWCore, just changing it to toggle "flags" instead of warp people shouldn't be too much work.
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Cyphen02
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PostPosted: Tue Sep 26, 2006 5:42 pm    Post subject: Reply to topic Reply with quote

icon_smile.gif Cubs said that when (and if) he gets done with his current project, he MIGHT be willing to help, but more options would be nice!
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The Cubbies
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PostPosted: Tue Sep 26, 2006 8:40 pm    Post subject: Reply to topic Reply with quote

I'm working on a big project =)
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