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Random Starting Locations

Started by The Reverend, November 18, 2006, 04:29:45 PM

The Reverend

I have a quick question.  Is it possible to have random starting locations set up on a map.  Say if I were to make a map and create 4 different starting locations.  Is there a way to have it set up so that every time the map is played humans and aliens will start at 1 of these 4 different locations.  I just thought that something like this would add a little more flavor to a map.  Is it even possible???

Survivor

With an extensive trigger system, yes it's possible.
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David

This would certanly add more interest to maps, and prevent rushes, the only problem would be every location would have to be good for both alien and human, and be balanced regardless of where the two teams start.
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InfernoX347

Hmm, I beleive so.

I know that it's possible to have an object spawn at several different areas, not sure if it was scripts or triggers though.

But same idea.

techhead

It would be awesome.
The variety alone would be nice.
Instead of the same crappy base every time, you could end up in a random starting base of varying strengths.
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Odin

Quote from: InfernoX347Hmm, I beleive so.

I know that it's possible to have an object spawn at several different areas, not sure if it was scripts or triggers though.

But same idea.
What about connecting the team_objects to a trigger, and have the trigger as a base spawn point??

I can tell you right now you can't do this in the current build of Tremulous. I can see this being added though, but not used in the maps that come with Tremulous, much like how the nobuild shader wasn't used.

InfernoX347


St. Anger

Meh that sounds great but you would start seeing "ZOMG we got the shitty base" or '"FFS you aliens/hummies are lucky we got the bad base".

techhead

At the very least, having to actually look for the base would cut down on rushing.
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vcxzet

so you place
team1 spawn/reactor/turret
team2 spawn/reactor/turret
and engine for example randomly selects team1 as aliens
team1 spawn/reactor/turret becomes egg/OM/acidt
and
team2 spawn/reactor/turret becomes telenode/reactor/machinet
it is easy
problem is turrets do not act as acidtubes
and you wont know if it will be a turret or an acid tube in the game

Survivor

That is not the way it can be scripted currently. Atm the only viable option is prebuilding all bases and destroying the ones you don't need.

Goes like this in theory.

1 trigger_always (triggers once at start of map)
1 target_relay with the random option targeting the following relays
n target_relay (where n= 2^x base locations per team) targeting the corresponding trigger_hurts of bases which should not survive on a certain choice determined by the random relay.

You can see that for 2 bases per team you need 4 relays, for 3 you need 8, for 4 16 etc.
I'm busy. I'll ignore you later.

vcxzet

Quote from: SurvivorThat is not the way it can be scripted currently. Atm the only viable option is prebuilding all bases and destroying the ones you don't need.

Goes like this in theory.

1 trigger_always (triggers once at start of map)
1 target_relay with the random option targeting the following relays
n target_relay (where n= 2^x base locations per team) targeting the corresponding trigger_hurts of bases which should not survive on a certain choice determined by the random relay.

You can see that for 2 bases per team you need 4 relays, for 3 you need 8, for 4 16 etc.
I meant modifying the engine to have team1 and team2 rather than teamalien and teamhuman