Extra mapping capabilities with base_entranced

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Extra mapping capabilities with base_entranced

Postby Duo on Wed Sep 09, 2015 12:42 pm

With base_entranced we can add additional support for custom classflags, npc flags, entities, etc in siege maps. For example, I have already added a couple of extra .npc file flags that mapmakers can yews:

dempProof 1 = NPC is invulnerable to DEMP damage
specialKnockback 1 = NPC cannot be knockbacked by red team
specialKnockback 2 = NPC cannot be knockbacked by blue team
specialKnockback 3 = NPC cannot be knockbacked by any team

These two flags enable mapmakers to get creative with some "kill-the-NPC" objectives. dempProof will prevent a team from killing the NPC through the wall with demp, and specialKnockback ensures that he won't fly all over the place when getting attacked, or that a particular team can intentionally move the NPC to a desired location.

On a related note, CFL_SINGLE_ROCKET will soon be fixed so you can't get more rocket ammo. This will enable you to yews that classflag properly.

Post any requests for custom mapmaking stuff here.
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Re: Extra mapping capabilities with base_entranced

Postby aradorasxeon on Wed Sep 09, 2015 6:37 pm

So how about fixing the npc's waypoint finding mechanism in multiplayer (yeah probably I have no idea how big of an ask is). Since there are waypoints for the wampa, and rancors to move around in any given map. It would be nice, also not sure if this is true for every NPCs, but monster NPCs don't attack people in vehicles in multiplayer.
Maybe if this get fixed my first map would be played more (just kidding, probably people don't like optional objective order).
Also NPCs' scripting doesn't work at all in multiplayer.
E.g.: In p_D I have 3 NPCs (NPC_Impworker) with spawnscripts: t1_fatal/spawncorpse(number here)
If I check it singleplayer, corpses appear, but in multiplayer, they don't even spawn.

I have no idea how much work this desire, so if it can't be done or it would take very long, just simply say it to me.
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Re: Extra mapping capabilities with base_entranced

Postby Duo on Wed Sep 09, 2015 9:22 pm

That's weird about your script. Have you tried other scripts? Other animations?

This script works fine for me in my new map for getting NPCs to stand still with their arms at their sides:
Code: Select all
set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_CINEMATIC" );
set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND1" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );


Is there a reason you want monsters to attack vehicles? Most vehicles could out-run a monster easily...
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Re: Extra mapping capabilities with base_entranced

Postby Duo on Wed Sep 09, 2015 10:55 pm

Considering two new abilities for jan:

Remote-controlled shields. You can run around freely as jan and press a button to activate/deactivate your shield from a distance. However, if you die while it's down, it's gone permanently.

Deployable health station. Gives an area-of-effect healing buff to nearby allies for 30 seconds.
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Re: Extra mapping capabilities with base_entranced

Postby Turquoise Dragon on Wed Sep 09, 2015 11:04 pm

I like the health station idea. How about a remote hacking device item? Can be placed on a hack and the player moves away while it works. Takes 1.5x as long to hack, and can be destroyed. Maybe a chance of failure or getting stuck as well. Would keep a player in the fight while allowing a hack to get done, but takes longer and can be stopped by the opposing team.
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Re: Extra mapping capabilities with base_entranced

Postby Duo on Wed Sep 09, 2015 11:06 pm

Not a bad idea.
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Re: Extra mapping capabilities with base_entranced

Postby Magyk on Wed Sep 09, 2015 11:14 pm

inb4 laser commissions blackout to make a soccer map using the knockback flag and a jawa npc
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Re: Extra mapping capabilities with base_entranced

Postby Duo on Thu Sep 10, 2015 12:23 am

Magyk wrote:inb4 laser commissions blackout to make a soccer map using the knockback flag and a jawa npc


Could be done with relegating knockback to only one weapon (i.e. pistol or melee), and/or even doubling/tripling knockback for that particular weapon.
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Re: Extra mapping capabilities with base_entranced

Postby Darth_Wayne on Thu Sep 10, 2015 3:40 am

Duo wrote:On a related note, CFL_SINGLE_ROCKET will soon be fixed so you can't get more rocket ammo. This will enable you to yews that classflag properly.


CFL_YO_ROCKET
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Re: Extra mapping capabilities with base_entranced

Postby Laser on Thu Sep 10, 2015 3:44 am

Football map pls.
Less QQ more Pew Pew
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