Need assault map

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Postby k0jak » Thu May 28, 2009 6:11 pm

Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.


Yea that's cool, Just on some maps i'm guessing it would have a bad effect that's all, if it's to be used on some map's like say to get from start spawn to the weapons quickly then that's cool, or if it's needed in other parts of maps, just saying i'm guessing it'll be very easy to use on some maps and possibly break them.
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Postby Sepelio » Thu May 28, 2009 6:27 pm

k0jak wrote:
Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.


Yea that's cool, Just on some maps i'm guessing it would have a bad effect that's all, if it's to be used on some map's like say to get from start spawn to the weapons quickly then that's cool, or if it's needed in other parts of maps, just saying i'm guessing it'll be very easy to use on some maps and possibly break them.


Yeah I think it depends on the map highly. I'll figure it all out with time.

At the moment I'm putting together a drop ship for the attackers based loosely on this:
http://ufoai.ninex.info/gallery/crafts- ... ip.jpg.php

Progress is good. I figure something like a drop ship is going to be re-usable for other maps.
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Postby tundramagi » Thu May 28, 2009 7:26 pm

Weaponstay can be enabled in your .mapinfo if it's good for your map.
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Postby Sepelio » Thu May 28, 2009 7:44 pm

tundramagi wrote:Weaponstay can be enabled in your .mapinfo if it's good for your map.


Cool, whats the line for it? Just "weaponstay 1" ?

Also, do you know how to rig the turrets to objectives for team changes so that once the attackers take an objective the turrets around it wont fire on them anymore?
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Postby TVR » Fri May 29, 2009 1:46 am

Sepelio wrote:Cool, whats the line for it? Just "weaponstay 1" ?


Code: Select all
settemp_for_type all <CVar>


Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.


Increase self-damage, which applies to all splash damage weapons, but does not affect the combat usage.

Sepelio wrote:Also, do you know how to rig the turrets to objectives for team changes so that once the attackers take an objective the turrets around it wont fire on them anymore?


Not yet implemented, but turrets are not expected to respawn in Assault.
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Postby Morphed » Fri May 29, 2009 2:01 am

don't use g_weapon_stay 1. its broken, you cant pick up weapons of fallen enemies, use g_weapon_stay 2 instead. Yes I know its retarded, but maybe little johnny and mark in 2011 will want to play with broken weapon stay, so we HAVE to keep that broken feature in nexuiz (or some other stupid reason) :P

for laser push, change g_balance_laser_primary_force
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Postby Sepelio » Fri May 29, 2009 3:38 am

Morphed wrote:don't use g_weapon_stay 1. its broken, you cant pick up weapons of fallen enemies, use g_weapon_stay 2 instead. Yes I know its retarded, but maybe little johnny and mark in 2011 will want to play with broken weapon stay, so we HAVE to keep that broken feature in nexuiz (or some other stupid reason) :P

for laser push, change g_balance_laser_primary_force


So how do I actually use these in a map? Which file do I put them in?
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Postby Morphed » Fri May 29, 2009 3:54 am

in mapname.mapinfo file
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Postby k0jak » Fri May 29, 2009 6:47 pm

TVR wrote:
Increase self-damage, which applies to all splash damage weapons, but does not affect the combat usage.



awesome, mean's can't boost with RL/Mortar etc unless it's intended (although RL boost takes a lot of damage off anyway)
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