Need assault map

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby k0jak » Wed May 27, 2009 9:44 pm

tundramagi wrote:
Assault supports that, yes.

Also Nexuiz isn't UT.


And there's me thinking I've been playing quake 3 all this time. :roll:

I never said it was, I was explaining how the assault game-mode works in UT, and put a question mark after my suggestions, after all I thought this assault mode was based on UT's

Fair point about the laser, but I can't play your maps in general they always have appauling fps, why do you never listen to anyone on this.
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Postby Sepelio » Wed May 27, 2009 9:55 pm

Alright I figured out how to work it for the most part. I seem to be getting a few peculiar errors upon round change but I'll work them out with some level of messing around I'm sure.

Essentially its just linking the required entities in series to go from objective to objective.

Each objective has "hit points" which are worn down by another trigger, which goes off when players do some action such as press a button.

When the objective's health reaches 0, it will trigger another objective or whatever event was planned. Spawn points are tied to objectives as well just like in UT.

I'm gonna upload a little example map with 2 objectives shortly.
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Postby Rad Ished » Wed May 27, 2009 10:11 pm

clip clop, clop clip, pilc polc
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Postby Sepelio » Wed May 27, 2009 10:25 pm

Alright, anyone got light to shed on this:

VM_Remove: tried to remove the null entity or a reserved entity

Thats the error I'm getting. The objectives aren't resetting properly or some such and so you can trigger the first objective button over and over again for points. No idea why.

Everything looks to be setup as it should so I'm not sure whats wrong. Suggestions?

EDIT: it seems quite simply that buttons can be triggered multiple times because they reset thus continuing to give one team points every time the button is hit and removes health from the objective. This seems to be a huge flaw. Evidently destructables cannot be triggered multiple times for obvious reasons.

I'm messing around and I can trigger the game to remove the button after its triggered, but of course then it isn't present the next round. Maybe I can have a door close over the button once its pressed, then reopen upon round reset?

It works! I can have a door close over the button to prevent it being pressed. I didnt even need to link it to anything to reset at the end. Evidently with damage triggered buttons this will _not_ work because the damage just goes through the door in Nexuiz.

I'll play with the map a little more then post it up.

Done. Heres the link.

http://www.mediafire.com/?irmutmtzizx
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Postby tundramagi » Thu May 28, 2009 12:19 am

k0jak wrote:
tundramagi wrote:
Assault supports that, yes.

Also Nexuiz isn't UT.


And there's me thinking I've been playing quake 3 all this time. :roll:

I never said it was, I was explaining how the assault game-mode works in UT, and put a question mark after my suggestions, after all I thought this assault mode was based on UT's

Fair point about the laser, but I can't play your maps in general they always have appauling fps, why do you never listen to anyone on this.


Because there is nothing I can do about the FPS issue. I have visblocking stuff where I can put them. Beyond that would require building the map the players want me to build rather than building the map I want to build. Also I don't know how to use hintbrushes.
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Postby k0jak » Thu May 28, 2009 1:54 pm

Thanks for the map sepelio, downloaded and going to check it out.

I'm just thinking if assault is to be played 2v2/3v3/5v5 or something like that, waiting for weapons at the start for 15 seconds respawn time (default in nexuiz) then that's a long time to be waiting for a weapon for a game-mode where you will be respawning a lot, I wonder if we can shorten the time it takes for them to respawn or test it after we got a map or two to play on? suggestions?


P.S Ok tundramagi, thanks for the reply.
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Postby TVR » Thu May 28, 2009 2:54 pm

Weapon stay seems to be an ingenious combination with Assault, as there would not need to be multiple weapon pickups if a certain weapon were required to complete an objective.

Weapon stay also is invariable with player count, unlike simply adjusting the pickup respawn time.
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Postby Sepelio » Thu May 28, 2009 4:21 pm

TVR wrote:Weapon stay seems to be an ingenious combination with Assault, as there would not need to be multiple weapon pickups if a certain weapon were required to complete an objective.

Weapon stay also is invariable with player count, unlike simply adjusting the pickup respawn time.


Weapon stay is probably the best idea. I've been working on some ideas for maps. Heres the little list so far:

Attempt to take over some sort of base/colony and secure its automated defences
Destroy a planetary defense gun a la Quake 2's Big Gun (this is what I'm working on at present)
Destroy a giant attack robot before it can be deployed (this idea was neat, because you could make the inside of the robot)
Sabotage some spacecraft/vehicle

Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.
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Postby Flying Steel » Thu May 28, 2009 5:48 pm

Having played Assault and Onslaught in UT '04 demo, I am still a little unclear on what the exact engine level differences are between these two game types? Is it only that Onslaught has symmetrical teams while Assault has specific Attacker and Defender teams during a round, with the Defender unable to take back control points that have been lost to the Attacker, but having time on its side?
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Postby k0jak » Thu May 28, 2009 6:09 pm

Flying Steel wrote:Having played Assault and Onslaught in UT '04 demo, I am still a little unclear on what the exact engine level differences are between these two game types? Is it only that Onslaught has symmetrical teams while Assault has specific Attacker and Defender teams during a round, with the Defender unable to take back control points that have been lost to the Attacker, but having time on its side?


Once an attacker breaches a certain point, the defender's cannot reclaim it.
They must then start to defend the next point of the map :)
Against a organised team this is really hard to do (played against the 2nd best ut2004 assault team in an ut2004 assault cup, although we out-fragged them at parts as soon as they did one objective they knew exactly how to attack the next, and we had no idea :D)

Basically, once an attacker complete's the map, they then have to defend it in a new round, and the defenders then become the attackers, they have to beat the previous time to win the round.

Also defenders and attackers have new spawn points, once an objective has been completed.

Hope this makes more sense.
Last edited by k0jak on Thu May 28, 2009 6:15 pm, edited 1 time in total.
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