Multi-Team Test Map (r13)
Posted: Mon Aug 17, 2009 4:15 am
Date: August 17th, 2009
Map Link: 4MP r13-map.7z (1MB)
Source Code Link: 4MP r13-source.7z (46MB)
This map has no ZE changes. It is a default c_con world. What is different is that there are four teams to choose from. The Conquest mode was quickly and manually coded. Consider it a 5 minute deathmatch. Below is the status of multi-team support.
One thing you must understand is that a human player is always on team 1 or team 2 (the main teams). It is only possible for us to change the team of a player's ingame unit and not that of his character. Because of this, all humans must spawn from unit classes on the main teams. Each 3+ team is linked back to a main team. Selecting a 3+ team puts a player's character on a main team and moves his ingame unit to the 3+ team each time the player respawns.
Working:
* I hid the auto-assign button so I wouldn't have to deal with randomly picking teams.
* Easy multi-team setup by modders (very similar to SetupTeams)
* When spawned, your unit is moved to the correct team
* Extra team buttons on the side selection screen
Issues/Problems - Possible solution:
* The max amount of extra teams is limited by button space, amount of local teams, and the fact that there is only a pool of 20 human spawnable units.
* Team stats are only displayed for two teams. - It is possible to rewrite the stats screen to support the extra teams, but Zerted doesn't have time to do it (school in Sept.)
* Since your character is always on teams 1 or 2, you can only select CPs from that team - Forced spawning could solve this, but then you couldn't select a CP
* Award heroes would be selectable by any 3+ team linked to the hero's main team. Thus award heroes cannot be limited to a single 3+ team.
* Killing a unit from a 3+ team linked to your 3+ team's main team is a TK. - Could manually give out double standard points to those who TK units on other teams
* Once the 999 point limited is reached, one can choose any unit/team. - Auto-kill player if spawns as a unit from a different team.
* The 3+ teams show their main team's first unit when hovering over the team button in the side select screen.
* Official swbf2 objectives are designed for two teams. Modders will have to manually do all the mode scripting.
* Things dropped are on the player's main team not his unit's team. Thus turrets and mines might attack you.
* In MP, the host can choose any unit/team. - Auto-kill player if spawns as a unit from a different team.
* Downloads don't include readmes or any instructions
* Side select buttons are not in their expected order.
Untested:
* MP play with multiple human players. I would like to test this with at least four players online. Can we come up with a time to meet online. Say 8pm EST on Tuesday?
* Amount of buttons displayable on the side select screen (ifs_sideselect.lua).
Found more issues? Have suggestions?
Map Link: 4MP r13-map.7z (1MB)
Source Code Link: 4MP r13-source.7z (46MB)
This map has no ZE changes. It is a default c_con world. What is different is that there are four teams to choose from. The Conquest mode was quickly and manually coded. Consider it a 5 minute deathmatch. Below is the status of multi-team support.
One thing you must understand is that a human player is always on team 1 or team 2 (the main teams). It is only possible for us to change the team of a player's ingame unit and not that of his character. Because of this, all humans must spawn from unit classes on the main teams. Each 3+ team is linked back to a main team. Selecting a 3+ team puts a player's character on a main team and moves his ingame unit to the 3+ team each time the player respawns.
Working:
* I hid the auto-assign button so I wouldn't have to deal with randomly picking teams.
* Easy multi-team setup by modders (very similar to SetupTeams)
* When spawned, your unit is moved to the correct team
* Extra team buttons on the side selection screen
Issues/Problems - Possible solution:
* The max amount of extra teams is limited by button space, amount of local teams, and the fact that there is only a pool of 20 human spawnable units.
* Team stats are only displayed for two teams. - It is possible to rewrite the stats screen to support the extra teams, but Zerted doesn't have time to do it (school in Sept.)
* Since your character is always on teams 1 or 2, you can only select CPs from that team - Forced spawning could solve this, but then you couldn't select a CP
* Award heroes would be selectable by any 3+ team linked to the hero's main team. Thus award heroes cannot be limited to a single 3+ team.
* Killing a unit from a 3+ team linked to your 3+ team's main team is a TK. - Could manually give out double standard points to those who TK units on other teams
* Once the 999 point limited is reached, one can choose any unit/team. - Auto-kill player if spawns as a unit from a different team.
* The 3+ teams show their main team's first unit when hovering over the team button in the side select screen.
* Official swbf2 objectives are designed for two teams. Modders will have to manually do all the mode scripting.
* Things dropped are on the player's main team not his unit's team. Thus turrets and mines might attack you.
* In MP, the host can choose any unit/team. - Auto-kill player if spawns as a unit from a different team.
* Downloads don't include readmes or any instructions
* Side select buttons are not in their expected order.
Untested:
* MP play with multiple human players. I would like to test this with at least four players online. Can we come up with a time to meet online. Say 8pm EST on Tuesday?
* Amount of buttons displayable on the side select screen (ifs_sideselect.lua).
Found more issues? Have suggestions?