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Forum: All Forums : Soldier of Fortune
Category: SoFII Scripting
Coding related issues dealing with Soldier of Fortune II.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: welcome to the coders forum!
DarkOktane
General Member
Since: Nov 9, 2001
Posts: 791
Last: Sep 16, 2005
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Level 7
Category: SoFII Scripting
Posted: Saturday, Aug. 3, 2002 07:08 pm
One things I would love to put and play in custom maps are the RMG sp machine guns (ex. RPD and M60) that sit behgind the sandbags... wouldnt that be a good strategy in INF/CTF/dem?
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Foxhound
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Since: May 31, 2002
Posts: 5983
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Im a fan of MODSonair
Category: SoFII Scripting
Posted: Sunday, Aug. 4, 2002 12:27 am
I'm thinking it would be better to deploy with them and use them on the assualt then having to assualt to them.

Just a thought.................... :p

Cheers
I sometimes wonder... "Why is that frisbee getting larger?" .............and then it hits me.

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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Level 4
Category: SoFII Scripting
Posted: Sunday, Aug. 4, 2002 03:16 am
I personally think that so far, there hasn't been a map to FORCE people to play a map, objective wise, the way it's supposed to be played. I *tried* to do this with my snipetower map, but wasn't yet experienced enough in mapping to execute it properly.

As an example:

There's a defending team, and they start within a base. The base sits in an area where they can be attacked from many sides -- and the assaulting team has spawn points in various locations all around (and away) from the base.

Inside the base, there are emplaced guns, that fire out into several 'pressure points', where, if one or two soldiers were to run in and attack, they'd get mowed down.

The assaulting team, needs to regroup, and then plan an attack. Either an all out blitz (smoke grenades, flash grenades) on a single entrance that MIGHT be guarded by a gunner, or more; or, rather split into teams and try and get into other exits which, while they are more open (and possible defended by snipers), would be able to more easily sneak in if they stick to shadows and cover.

This way...even if you want to play for frags, and you're on the defending team -- the best place would be in the building, with your teammates. An emplaced gun, with great accuracy and a high rate of fire, would be a killer when combined with a quality sniper.

I just find that too many maps aren't designed to further illustrate the 'go alone die alone', 'go together live together' type of play that makes SoF2 (and other) multiplayer games the most fun.

My elbow hurts...gotta go. :(
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slowJusko
General Member
Since: Aug 2, 2002
Posts: 8
Last: Aug 8, 2002
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Level 0
Category: SoFII Scripting
Posted: Sunday, Aug. 4, 2002 10:54 am
* usekey
in-progress

* usable doors, buttons & triggers
in-progress

* usable remote surveillance cameras, and scripted camera control

I had already looked into this a tad, but can't promise anything.

* toggleable lights (allow switching a light entity on and off)
Not sure if they're *properly* avaiable in multi-player yet. There's references to them, but I don't know how good it works etc.

* scripting & roff (this may work to some extent -- havent checked)
I haven't a clue about this. Doubt I could do much of it, sorry.

* weather effects (snow & rain)
Already looked into it and basically didn't like what I saw. The rain isn't actually rain, it's just pasted around the player - poorly I might add. You can often get to places where the rain just disappears and/or look into areas and it'll do the same thing (Was trying it out on single player levels even). Might just end up rigging up Man Down to use the old Q3:A style of rain that's in mods such as Q3F, Urban Terror etc.

* emplaced guns and oicw
Haven't looked into emplaced guns at all.

* driveable vehicles would kickass on terrain maps
Q3:A engine? You crazy?
Mucking with the BBox in Q3:A is a pain in the butt :(

* environmental sound effects
No clue.

* gibbable corpses
Totally done. Shoot em', slash em', gib em', what ever you want.

* a special clip brush that will block spectators from going into a certain area. (would make maps look less cheesy so they cant fly into an area and get the HOM effect)

Instead of that, how about I just render a black screen before everything else. That way if you do manage to see an area that'd normally look like a h.o.m, it'd just look black. I do a similar thing in a Q3:A mod of mine, ARQ (www.planetquake.com/brazen/arq/)

As for better objectives, I think that's a must. I'm already toying with the idea of an assault map and I've always wanted a deathmatch style of game with a goal, with AI controlled guards etc (similar to Thievery for Unreal Tournament).

Man Down is not actually my 'be all and end all of mods' - in some basic ways, it's actually a step back for me (having already done single viewpoint work, heaps of two weapon usage, searchable corpse, rolling, diving, wall flipping etc etc).

If you don't know what I'm talking about, have a look : www.planetquake.com/brazen/
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: SoFII Scripting
Posted: Sunday, Aug. 4, 2002 01:51 pm
full on scripting isnt really needed, a basic multimanager type trigger will do.

with some func_breakables or gibshooters .rof might not be missed badly.

env sound isnt crucial at all.

just a simple stationary remote camera that can be aimed like a spotlight would work if you cant fix it any other way.

maybe vehicles can be set to work only on perfectly flat terrain? should be no bbox problem then :biggrin:

rendering black is an extra pass on the videocard and it would still look cheesy since spectators can noclip. they can fly all they way out of the level if they want :ohwell: if its possible to take noclip mode away from them causing them to be clipped by walls but without causing them to bump into actual players thats the best solution, next best is a clip brush that can affect them, otherwise its better to just live with it or force spectators into a follow mode only.

...

how did rain work in q3 -- it wasnt a scrolling shader was it? that would look even more fake :puke:

if you do have objectives with assault type gameplay, you should make a punishment as bad as TKing for the defenders if they go outside the perimiter of their base before the enemy has breeched it. that'll teach those fuckers to play right :pimp:
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wayne
General Member
Since: Jun 4, 2002
Posts: 28
Last: Aug 30, 2002
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Level 2
Category: SoFII Scripting
Posted: Sunday, Aug. 4, 2002 05:43 pm
I have to start coding some time this looks like the place :p
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slowJusko
General Member
Since: Aug 2, 2002
Posts: 8
Last: Aug 8, 2002
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Level 0
Category: SoFII Scripting
Posted: Sunday, Aug. 4, 2002 11:01 pm
Drawing a black screen first would have (VERY) little, if any, impact on the performance of your machine.

* how did rain work in q3 -- it wasnt a scrolling shader was it? that would look even more fake

In Q3:A, rain was a lot more like rain - each drop impacted on things and was calc'd from what ever sky near you. Unfortunately, it tended to impact performance quite a bit if turned up :(
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
Admin
Category: SoFII Scripting
Posted: Wednesday, Aug. 7, 2002 07:49 pm
What are we talking about testing here? Mods or what? And quit all the whining about sore spots. I work on pc's all day and play on them all night. Try working in a WeldShop for 30 years. This pc work and play is easy. :casanova:
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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slowJusko
General Member
Since: Aug 2, 2002
Posts: 8
Last: Aug 8, 2002
[view latest posts]
Level 0
Category: SoFII Scripting
Posted: Wednesday, Aug. 7, 2002 11:25 pm
rEdrUmMDK : If you want something to test, email me at kris@dude.com.au and I'll hook you up with the next in-progress version of Man Down once's its ready. Currently getting some new bot nav code in - well, trying too :)
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Scripting
Posted: Thursday, Aug. 8, 2002 01:21 am
What is involved with the setups. Is it a patch or are you guys creating mods? I would be happy to try any testing. Maybe it will get me away from my Nemisis sdkradiant for a little while. [devilishgrin]
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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