New map features


(S. Monkey) #21

I can have a discussion with people, but he isn’t here for a discussion. I’m here offering to code stuff on request and this he flames me.

Calm down, we’re all here to help each others so no point behaving like that.

He isn’t here to help, he is here to belittle my work - even though he hasn’t got a clue what he is talking about.

Now, my patience with you lot is pretty much exhausted. Does anyone have a sensible suggestions or should I just ignore what mappers want?


(S. Monkey) #22

To get back on track:

A radio could be an idea, but disabling all fieldops attacks would be a bit harsh imho. Disabling objective notifications is good, but disabling chat is futile as most people will just use voice chat.

Comments?


(G0-Gerbil) #23

Do I hear a backtrack you sanctimonious cunt? You were originally claiming that the entire AA gun thing could be done in scripts, and now you have realised how stupid you were to suggest it.
Yes and you’ll notice I said you were right. This is called ‘accepting you are wrong’. Some of us are big enough to do it :slight_smile:

Nothing of value. Wheres your fucking mod? if you are so fucking clever, show me anything of worth you’ve done for ET - and It’ll be my turn to rip into it. Unless, of course, you haven’t produced anything of worth.
If for a minute I thought you’d judge my work impartially I’d be happy to show you what I’ve done. Instead I’ll have to hide it all behind my rather obvious signature links.

Creating a mod doesn’t interest me. Mapping does. New features do, but not if they come at an expense of no-one else actually playing them. In other words, I’m not going to create a map specifically for a mod that I believe won’t succeed because it doesn’t offer enough new features to be of interest.
Since I feel your AA gun idea (while too specific, since of course people might want to use it in other ways, IE not AA, maybe just a signal jammer or something) is the only thing you are offering of worth, I don’t think a mod just for that is particularly worthwhile. It IS a good idea though, so my feelings would be for you to persuade shrub to include it, or possibly even code it yourself with shrub and see if they’ll implement your code into the main mod. That way you get the credit and glory, and your feature actually gets widely played and used.

Right, so you still get an AA gun in the level that does nothing. Brilliant idea. Kind of defeats the point.
Well if you had the brains of a mapper, and understood what I was talking about you’d see it’s quite simple really.
You have your AA gun in, and in normal scripting you setstate it invisible - then in your special comment mod-specific tags you setstate default it again.
In other words, it’s not in normal ET, but it is in your mod. That the script_mover can’t be seen in the normal ET means any script associated with the script_mover functions etc won’t be processed at all. I apologise for not making my 2 line sample simple enough and in context to understand.

I really don’t give a shit what you think of me. You’re a twat. Stop pissing on my thread you little troll.
Actually I’ve accepted I was wrong about something and offered constructive feedback on other ideas. That you’ve resorted almost immediately to massive insults shows my observations were correct in your mentality. If you think I’m flaming you, then you are extremely sensitive.
You must understand that not only are people entitled to not think your ideas are good, but shock horror they may actually be able to help you improve on them. Either you listen to what mappers want and how they’d use your features, or you’ll be producing a mod no-one will create a map for. I find your attitude amusing to be honest :slight_smile:

Anyway, it’s quite clear you aren’t interested in anything other than massaging your own fragile male ego here, so I’ll not reply any more (unless of course I find time to do my parachute spawns ;)), but be fair to you I do promise to read this thread and see how it progresses and to have a smile at your attempts to insult me in return :slight_smile:


(=DaRk=CrAzY-NuTTeR) #24

ladies, dont fight :wink:

i like the AA gun, covert opps and special opps can use the binoculars in the same way but to set co-ordinates for a parachoute, the amout of times the player can parachout is set in the server .cfg file, they r on hotkey 5.

also maby when the command post is built the other teams radio signals are made dodgy, so airstrikes dont go in the correct place, they go astray

covert opps weapons do slightly less damage, can run slightly faster and jump heigher than other classes, just make them more ninja like, they do backflips and everything :wink:

i duno how much work this would take but in the options menu you can choose if u are a girl or boy, and wen u select your class ur either a bot or a girl, depending on wot you picked in the options,can there be a both option?


(S. Monkey) #25

This is a good way of implementing global parachuting - but doing so would make the game far too easy to win. Coverts would just parachute on top of the objective.

also maby when the command post is built the other teams radio signals are made dodgy, so airstrikes dont go in the correct place, they go astray

Thats an interesting idea. If i did it, I would only make it apply to artillery strikes as AA guns already take care of airstrikes.

covert opps weapons do slightly less damage, can run slightly faster and jump heigher than other classes, just make them more ninja like, they do backflips and everything :wink:

I play with the sten all the time, believe me - it doesn’t need to be weakened :slight_smile:

As for the other stuff… im not making them ninjas but i am planning to give coverts some better movement abilities.

i duno how much work this would take but in the options menu you can choose if u are a girl or boy, and wen u select your class ur either a bot or a girl, depending on wot you picked in the options,can there be a both option?

Wrong mod :slight_smile: you’re thinking of Wegein.

This is good feedback, but most of this is gameplay stuff (which is probably more suited to be discussed in the modding forum). What I’m wanting to talk about here is items a level designer can place in the map.

Oh, and gerbil, I don’t consider your bitchiness worthy of its own reply. You are not superior to me as you love to insinuate, you are just a worthless troll who likes pissing on other peoples work. Oh, and you picked a really bad time to rub me up the wrong way.


(G0-Gerbil) #26

Oh, and gerbil, I don’t consider your bitchiness worthy of its own reply.
That WAS a reply nonetheless :slight_smile:

You are not superior to me as you love to insinuate,
Actually I already have done that - I accepted I was wrong. You however have not done anything since except utter obscenities. Fun, eh? :slight_smile:

you are just a worthless troll who likes pissing on other peoples work.
I’ll be sure to tell that to all the people I’ve helped over the years. Can you say as much? Not that I have to defend myself - since you’ve clearly no idea who I am then it’s obvious you don’t spend much time on this forum. Try searching on my name and you’ll see how much of a troll I am. I do say things people don’t like, but I do offer constructive criticism. If you are afraid of this, then I can’t really help that.

Oh, and you picked a really bad time to rub me up the wrong way.
Then don’t react so ignorantly and start bandying the famous ‘troll’ word around like it’s some kind of defence shield. I accepted I was wrong on one account and stand by the other opinions, most of which are not actually personal but about your mod and parachutes etc.
And as proof of concept I offer parachutes in standard ET:
http://theburrow.fragland.net/miscellaneous/parachutes/parachutes.htm
Note that you can’t use the parachute model since I blagged it from RTCW. Still, for half an hour’s arsing around it’s probably good enough for what most people want. If I could do tags too I’d put a little trigger above each player so they could jump while descending to release the parachute early, but sadly I’m not a milkshape / tag guru :slight_smile: Over and out.


(S. Monkey) #27

FWIW I’ve removed the obsceneties from my previous posts. People like you aren’t worth getting annoyed with.

[quote]you are just a worthless troll who likes pissing on other peoples work.
I’ll be sure to tell that to all the people I’ve helped over the years. Can you say as much? Not that I have to defend myself - since you’ve clearly no idea who I am then it’s obvious you don’t spend much time on this forum. Try searching on my name and you’ll see how much of a troll I am. I do say things people don’t like, but I do offer constructive criticism. If you are afraid of this, then I can’t really help that.
[/quote]

I don’t care what you have done in the past. You came into my thread, and when I refuted you argument you launched a personal attack on me and tried to belittle my work. You do not constructively criticise. Saying you doubt my knowledge of ET isn’t constructive - it’s bitching.

[quote]Oh, and you picked a really bad time to rub me up the wrong way.
Then don’t react so ignorantly and start bandying the famous ‘troll’ word around like it’s some kind of defence shield. I accepted I was wrong on one account and stand by the other opinions, most of which are not actually personal but about your mod and parachutes etc.
[/quote]

This is not about you being proven wrong, it’s about you insulting me.

And as proof of concept I offer parachutes in standard ET:
http://theburrow.fragland.net/miscellaneous/parachutes/parachutes.htm
Note that you can’t use the parachute model since I blagged it from RTCW. Still, for half an hour’s arsing around it’s probably good enough for what most people want. If I could do tags too I’d put a little trigger above each player so they could jump while descending to release the parachute early :slight_smile:

You mean like the way you can press activate to release the parachute early on my mod?

I’ll also note that this took you half an hour (and I’m sure you filched some code as well as the model). How long would it take to change the spawnflags of a spawn entity? That’s all you need do now to implement my coded parachutes. Furthermore, you can’t walk around inside my parachutes. My parachutes make the player actually look like he is falling as opposed to travelling inside an invisible box.


(=DaRk=CrAzY-NuTTeR) #28

WILL EVERYBODY STOP ARGUING, I DONT GIVE A **** WHO STARTED IT IM FINISHING IT, STOP!!!

back on topic, there would be an entity called trigger_nozone, when a cover tells piots to drop people off in a trigger_nozone it says, Aborting, too much fire.

basicly put it around the objective on quite a large distance, and i just had a brainwave

if you ask bani nicely we ill help you with how ETpro lets people use the MOD to add entities, you could add the nozones and AA guns through that, meaning that the maps can be played regually

BTW weigen MOD dosnt have that, wot class detiermins it


(S. Monkey) #29

I was just responding to him posting a parachute map. I’m not trying to have an argument.

back on topic, there would be an entity called trigger_nozone, when a cover tells piots to drop people off in a trigger_nozone it says, Aborting, too much fire.

basicly put it around the objective on quite a large distance, and i just had a brainwave

if you ask bani nicely we ill help you with how ETpro lets people use the MOD to add entities, you could add the nozones and AA guns through that, meaning that the maps can be played regually

It’s not a bad idea, and I’ll give it consideration. It would be tricky though, so might have to wair a few versions.

BTW weigen MOD dosnt have that, wot class detiermins it

Still, nekkid girlies in ET isn’t my style :slight_smile:


(=DaRk=CrAzY-NuTTeR) #30

who give a crap, im gona go covert opps and start stealing uniforms BWA HA HA HA HA


(=DaRk=CrAzY-NuTTeR) #31

It’s not a bad idea

damn right it isnt :beer:


(Mr_Tickles) #32

Here’s another one… Give the covert ops, and/or the engineer wire cutters. These could allow the player to cut through wire fences, or other wire structures. Also, the engineer could have the ability with his “wiggly pliers” to rebuild the fence. You’ve told me about the barbed wire idea, so why not make it so that the engineer can lay lines of cuttable fence himself.

I was on a server earlier today and someone was complaining about a panzernoob. He said that it shouldn’t be a first level weapon for the soldier.
Maybe you could put it as the fourth level skill weapon, and maybe the flamer as the third. Why couldn’t this be common along the classes, i.e. restrict the weapons certain classes get till they high enough to use them. Also it would reduce the rambo medics and increase interest in the soldier class. Maybe just give the medic the smg at level 3, because really, all the medic should be doing is dishing out the health and the yellow and green glow sticks. Maybe do it for the field ops aswell, their main feature is the airstrikes and artillery which should be their main offensive weapon.

There is one problem that I can see with the AA gun disabling the fieldops airstrikes… If the axis had the AA gun up, why would the allies spawn as field ops at all? Would they just not bother with that class for the whole of the map. True they still have the ability to give ammo, but I can’t really see someone playing the map solely for that reason.

One way around the problem however, may be to put in some sort of objective for which the field ops’ airstrikes were needed. Then the allies may be more interested in disabling the AA gun. There are however the airdrops as you say. But could you make it a bit more appealing to disable the gun? Maybe could have airdrops of ammo/health, maybe something else. I don’t know, maybe a bunch of adrenaline bursts that anyone can pick up, including the other team of course.

Could give the field ops the ability to blow things up like the engie’s can with dynamite, however make theirs not just an airstike, but a full blown bombing run. I’m hearing thought’s of “The Dambuster’s could be a good map for this!”, I suppose that would fit well with the “Kelly’s Heroes” and “Guns of Navarone” theme. This could be used for certain objectives, or maybe aswell as the engie’s dynamite. The field ops would have to plant a large beacon marker in the ground for this though, not just look at something through his binoculars or throw a party marker. One way you could make this appear different from the dynamite could be to greatly increase the time until the bombing occurs, because to be honest, bombers probably would take a little more than 30 seconds to get to the target area. To balance this out, the bombing run marker could be a permanent thing i.e. not able to defuse by either team. This would make it so that it was unavoidable for the objective to remain in the map or existance, but I think it could be balanced well with an estimated time around 3 minutes. During which time it would still be possible to blow the objective with dynamite, and maybe if the dynamite was used in time the bombers would turn back as they were no longer needed. Also don’t forget that this would only be able to take place on the surface. The engineers dynamite would still be required for underground objectives and sometimes the main objective, such as the Oasis anti-tank guns. I’ve just realised the fuel dump… I thought it would be a bad thing the field ops could indefinately take them out if he got there, but i’m not so sure. It could encourage the axis team to put up a better defense on that map. Don’t forget though that if the timer on the bombing was 3 minutes, after 3:00 left on the clock the field ops would be screwed and the allies would have to resort to engineers. Again, if this time was an “Estimated Time to Bombing”, the field ops could still plant the beacon on 3:00 and the bombings may occur up to 20 seconds earlier, thus winning the map for the Allies. I believe all of this could give the game a great tactical boost. (Mappers, don’t forget to add in huge bomber droning sounds before the bombing, which would obviously depend on the “Actual Time of Bombing” not the ETB).

Thinking about the adrenaline bursts thing, you could put in a cabinet, a bit like an ammo/health cabinet, but it very, very rarely has any available.

Again, with the adrenaline bursts, perhaps you could allow the medics to administer it to other players, not just themselves, this way you get away from the rambo medic mindset a bit more, and onto the rambo soldier as one would expect.

Ok, one more idea before I go to get some food…
Not sure if it’s possible to do, but… Implement another team. Have another nationality mixed up in the war. Maybe the neutral country they’re in, maybe a rouge axis/allies division who want to see both sides lose.

Ok, one more…
Ever thought about hostages? I know it could be a bit of a dodgy topic, especially considering what some people have suggested… (Gas chambers, concentration camps etc.) I realize that you should make it appear as if neither side have done anything wrong in the game. But you could have the hostages as POW’s . That way it wouldn’t, or shouldn’t cause much of turmoil.

Ok, i’m off, i’m starving… Goodbye

Now discuss… :slight_smile: (nicely)


(Malverik) #33

I was on a server earlier today and someone was complaining about a panzernoob. He said that it shouldn’t be a first level weapon for the soldier.
Maybe you could put it as the fourth level skill weapon, and maybe the flamer as the third. Why couldn’t this be common along the classes, i.e. restrict the weapons certain classes get till they high enough to use them. Also it would reduce the rambo medics and increase interest in the soldier class. Maybe just give the medic the smg at level 3, because really, all the medic should be doing is dishing out the health and the yellow and green glow sticks. Maybe do it for the field ops aswell, their main feature is the airstrikes and artillery which should be their main offensive weapon.

But how is that soldier gonna reach level 4 if the only reason he takes soldier class in the first place was the panzerfaust or flamer?
Medic without smg! come on! You already start off with one clip and one nade, in daytime when there are only 5 or 6 players who is gonna want to play medic if you start off with the worst firepower and have to stand back from the fights!

There is one problem that I can see with the AA gun disabling the fieldops airstrikes… If the axis had the AA gun up, why would the allies spawn as field ops at all? Would they just not bother with that class for the whole of the map. True they still have the ability to give ammo, but I can’t really see someone playing the map solely for that reason.

AA gun would probably have no effect on artillery shots! And the AA gun will probably be like command posts: useful but not the most protected. So the life spawn of an AA would generally not be too long!

One way around the problem however, may be to put in some sort of objective for which the field ops’ airstrikes were needed. Then the allies may be more interested in disabling the AA gun. There are however the airdrops as you say. But could you make it a bit more appealing to disable the gun? Maybe could have airdrops of ammo/health, maybe something else. I don’t know, maybe a bunch of adrenaline bursts that anyone can pick up, including the other team of course.

Airdrop of ammo and health sounds very cool! Could be a crate that breaks open when it hit the floor and then disapear like a normal debris. Maybe a cvops skill? Medic has health, fops has ammo, and cvops has both but with a delay of arrival!

Ever thought about hostages? I know it could be a bit of a dodgy topic, especially considering what some people have suggested… (Gas chambers, concentration camps etc.) I realize that you should make it appear as if neither side have done anything wrong in the game. But you could have the hostages as POW’s . That way it wouldn’t, or shouldn’t cause much of turmoil.

I had a thought about something like this too. There could be assasination missions where the allies for example have to take out an axis general. Or kidnaping where you would need a disguised cvops to get the bot to follow him to an extraction point (or you can play RainbowSix!). Dont know if there is anything close to a npc that has ever been done in ET, like an animated model with a scriptmover that follows a player rather than waypoints?
Just a tought…


(Mr_Tickles) #34

He uses the other weapons for a bit of variety, to be honest the panzer is a damn powerful weapon for a level one soldier. Ok, maybe not at level 4, but certainly not level 1. It also may make it, to some extent, “n00b-proof”, meaning that it isn’t readily available to all who want to TK.

Exactly the point, the class is “Medic”. The point of the “Medic” is for keeping the team going, for reviving them and healing them. Not for overrunning the enemy. I realize people think, “Oh no, where is the main offensive class going to go?”. Well, hopefully it will go to the “Soldier”, as it should do.

True, however the command posts do affect the whole team and not just one class. I just think there should be a little extra incentive to disable these. Also, read the idea of the radio jammer earlier in this thread, it could be incorporated into the command post, the AA gun, or make it a completely separate command-post-a-like.

Yeah :slight_smile:
Probably a Specops skill though :slight_smile:

Sounds good, remember though that the AI will probably take up huge amounts of space in the mod. Saying that, the POW’s may need to have a bit of AI themselves, unless… they were stationary models (HaHa!, I think I may actually do just that in my map).


(=DaRk=CrAzY-NuTTeR) #35

make medics regain health less quickly and less health, and change the top health of 140 to 100, skill level 4 should get them 130 HP

also you get armour as an item rather than on skill, soldiers can give them out

Ok, illl just go through classes and weapons and skills

—Soldier—

Weapons

  1. Knife
  2. Pistol/SMG
  3. No SMG, MG42/panzer/flamer, panzer not alloud until level 3
  4. Granades
  5. Fence tool (can lay fences/barbedwire that can be destroyed with granades) 1 fence = half a bar
  6. Armour packs (flack jacket) 1 pack = 20% of bar
  7. MG42 (axis)/ 30 Calibour (allies) - Can lay them on floors, walls so they can be used by other players, 1 MG42 = 1 bar

Abilities

Level one - Improved aim
Level two - More ammo, you start off with more ammo for your weapon
Level three - Panzer alloud
Level four - Pistol swapped for SMG

Soldier in general

no changes

—Medic—

Weapons

  1. Knife
  2. Pistol
  3. SMG/Rife (with beyonet, use alt fire to swing)
  4. Granades
  5. Syringe (use alt fire to give an adrenilan rush at level 3)
  6. Medpack (1 pack per 20% of bar)
  7. Medicals (looks like a heuge medpack but an engneer can come and build it into a mobile health cabinet, starts with 300 HP until it depleats, a medic can restock it with a medpack)

Abilities

Level one - Improved concentration, you only hear the vsays you need to hear, other will not be as loud eg. if sum1 shouts for a medic you can hear them but if sum1 wants an engineer they are not as loud as the poor dying sucker, althogh this could be a feature for all classes at any stage
Level two - Improved Giveouts (health packs do more healing, 20 hp to 25 hp
Level three - You can use the syringe to give you an adrenelin rush
Level four - Improved health, the medics top health changes from 120 to 130

The Medic in general

Medics regain health much slower and there own health packs do only 10% of the healing they would do normally to the medic, 10% of 20 is 10.
they start with 120 HP and on level 4 they get 130 HP

—Engineer—

The engineer dosnt need changing, they can spot landmines with there binoculars that they get at skill level 1

—Feild Opps—

Weapons

  1. Knife
  2. Pistol
  3. SMG/Rife (with beyonet, use alt fire to swing)
  4. Granades
  5. Airstrike canister
  6. Ammo pack (1 pack per 20% of bar)
  7. Supply (looks like a heuge ammo pack but an engneer can come and build it into a mobile ammo cabinet, starts with 50 packs until it depleats, a feild opps can restock it with an ammo pack)

Abilities

Same

The Feild Opps in general

He can only get 80% of the ammo from packs he drops

—Covert Opps—

Im not sure whats happend already so im not saying anything

same with special oppss, maby just call him a sniper?

few, and all that with the Quick Reply


(MadJack) #36

Let’s give everyone pillows… :rolleyes:


(=DaRk=CrAzY-NuTTeR) #37

madjack, shut… the… fuck… up…, you have any better ideas?

BTW yeah, can we have pillows, you can sleep on a long journy, like when the tank is stuck in mud and its night time

nahh seriously, wot do u think about my plans, i really like the idea of mobile health and ammo cabinets, it would encourage teamwork as you need 2 people


(MadJack) #38

I’m not a fan of removing weapon capabilites to players. I think what would be better is to remove XP from TK’ing. iir 2 XP is given for a kill… remove 3 XP or 2 instead of stopping people from using certain weapons.

As for medics, they’re fine as they are.

Anyway, I don’t want to go into that discussion. I think the way things are set are as close as they can get to perfection. I don’t have anything against adding functionality to the game but I think modifying the way classes work shouldn’t be done.

Anyway, as usual, that’s just me.


(Mr_Tickles) #39

I like this idea, too many times have I been lying on the floor dying while a friendly medic skips by, stopping only to tie his shoes laces, looks left, sees some pretty coloured party smoke and runs to see if he can make swirly smoke signals by dancing in and out of the fun.


(Mr_Tickles) #40

Just had another thought. Could you somehow alter the outcome of a map so not only either axis or allies win, but neither of them… and maybe in some strange circumstance they both win, ahh, get the pillows out.